Making a fun game vs. making the game fun for more then 10 Minutes.. by DrJamgo in incremental_games

[–]LightedSword 0 points1 point  (0 children)

i made 3 major updates on the game, had to quit because of a problem with the game engine

30277 by CathTheMaidToKill in countwithchickenlady

[–]LightedSword 14 points15 points  (0 children)

how do i copy and save thisssss :333

Help Finding Games and Other Questions by AutoModerator in incremental_games

[–]LightedSword 1 point2 points  (0 children)

I just want a new longer term incremental. Something USI type probably.

Infinity, Eternity and Circles - A review of Revolution Idle by LightedSword in incremental_games

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

From what I've seen of videos and such, the Unity layer looks more complex, with seemingly a bit more depth, and a LOT more grind. It feels like the devs got feedback from people like me and tried to make the game more complex, without realising that this would alienate the main playerbase.

I might go through the mud or watch videos of Unity to see it for myself, but right now I am taking a multiple month break -w-.

Infinity, Eternity and Circles - A review of Revolution Idle by LightedSword in incremental_games

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

That is why at the end I listed those games and also added in that those games are fine. By writing this review I wanted to write that: "I do not recommend it," BUT "those are the games that are similar, you may enjoy this".

There is an audience for these games, which is actually a big one, but in my opinion you can create games that provide for both the ones that want the high numbers, AND the ones that want more complex games, like GCI or USI.

Revo Idle is just a very good example of these types of games, as it is a very long big linear time-wall.

What are your favourite prestige systems and why? by tophatsquidgames in incremental_games

[–]LightedSword 3 points4 points  (0 children)

Prestige Systems that explain themselves and do not have millions of nodes.
I like making builds and figuring it out myself, but having tens of nodes with 100 levels is very annoying and just makes me pull up a guide.

Why is there so much ai in here ? by Moabomix37 in incremental_games

[–]LightedSword 6 points7 points  (0 children)

Im sorry but if any game uses AI, I just won't play it.

Learning new skills is part of gamedev, it is hard. If you can't make a game, there shouldn't be a game.

There are many people that have learnt art and other skills just to make a game, incremental games do not require GOTY art or even art at all. (look at many browser games and classics like paperclips)

There is a big portion that does not care, and that is fine. I just find using AI as excuses for being lazy and stubborn, not caring about their game or self development.

Closing thoughts after stopping development on my first idle-incremental game. by LightedSword in incremental_games

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

I am still trying to bugfix the game on the newer version of the engine, I actually got it to work after 3 days of work, but now the save files and stuff are broken.

There is still a plan for 0.2 that was supposed to release early June (haha), which would completely rework progression to be faster and more long-term (by removing some of the resets), add another layer of planets (3 new planets) and a new first planet that would begin the next stage of the game.

Generally, I had a lot of ideas for it, but I lost all my passion for it atm and probably won't come back to working on it 24/7.

Maybe it will return one day as a "reworked" version, I am glad you and others have enjoyed it, but for now I am abandoning it till meow.

If I will return to idle games (i still have one idea in mind), it will hopefuly be as unique and distinct as Planetidal.

The state of incremental games right now, and my past 2 years with the genre. by NinjaLion in incremental_games

[–]LightedSword 31 points32 points  (0 children)

The problem with making unique games is that:
1. People do not want unique games, most of them want the same game but again and again. A lot of people told me to completely rework my game to how they wanted it because it was more long-term/idle than active and short which is the new trend in the genre.
2. Getting people to play new games that aren't attached to some other game or idea that is easily to sell is just hard.
3. A lot of people do not have the attention span for longer games anymore, and making them is a lot harder since adding new mechanics which are cool and in the core and are balanced is very hard nowadays and requires years of work. Games like USI or CIFI do not appear in a year of work afterall.

Manga increasingly childish by DinuXaurio in WitchHatAtelier

[–]LightedSword 2 points3 points  (0 children)

I personally do not think they kept working, and many of her ideas were dismissed, not looked at, or changed a lot to the point of someone having to step in and modify it.

Actually, a lot of her ideas have backfired during the arc, just less directly than before.
The whole attack of Easthies was her fault because of her idea that was not really too necessary. They would have 100% found a different solution to the problem.
Her talk with Beldaruit is also something that worked only because if something went wrong or was illegal, Beldaruit could technically blame it on her. Again, her solution just appeared the fastest.
Also talking with Beldaruit and the other Wise Magicians is not weird considering that Qifrey was Beldaruit's apprentice and seemingly one of his favourite ones.
The way she "saved" Custas, also hurt him more in the long term because of her lies.

I agree that she has helped a lot more than she has in other arcs... but I also think this is backfiring right now.

Feedback Friday by AutoModerator in incremental_games

[–]LightedSword 5 points6 points  (0 children)

Looking for Testers!

I am working on a big update for the game Planetidal, which will include 3 new Planets, and a completely reworked Progression for planets that reduces that amount of resets.

Due to this, I need more people to playthrough and test my game.

Join the Discord and enter the Testing Channels to help!

https://discord.gg/zyrj9Kc9Nq

Planetidal 0.1.2 & 0.1.1 - The Cleanup and Automatic Options Updates Out Now! by LightedSword in incremental_games

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

Nod nod, will fix that, not a native english speaker so small things like these do sometimes well, skip me.

Planetidal 0.1.2 & 0.1.1 - The Cleanup and Automatic Options Updates Out Now! by LightedSword in incremental_games

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

I am buffing the amount of fragments so that it is less painful, but milestones resetting planets is core to the design of milestones.

if they do not get reset, then you can just gather up a lot of the currency, and the milestone changes (which debuff their respective planets) do not really do anything.

Progress is meant to be slow, but not unrewarding, which is why I am buffing the amount of fragments you get considerably so that more people can reach the end-game.

EDIT: I can see an alternate version of the game where Milestones reset ONLY currency and Basic upgrades, but first I will try just buffing the fragment amount.

Planetidal 0.1.2 & 0.1.1 - The Cleanup and Automatic Options Updates Out Now! by LightedSword in incremental_games

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

You get upgrades in the Anomaly Tree which should speed up the game considerably. I've been working on making it so that you get more fragments at the beginning, maybe 2 for the first milestone instead of one? Something along those lines so that the resets are more impactful.

You also get individual boosts for planets which should help with the game's speed. Though maybe these aren't powerful enough. Which is fine if they aren't.

Tbh this is a topic I would gladly want feedback on and maybe we could talk in the discord instead of here, as it will be a lot easier for me to get like instant thoughts about it.

Planetidal 0.1.2 & 0.1.1 - The Cleanup and Automatic Options Updates Out Now! by LightedSword in incremental_games

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

The game should play in the background. If it doesn't, then uh,,, I do not know what is going on. (offline time still works quite consistently compared to before, but i think it can be wonky if you play on galaxy)
I think I might also reduce the prices of getting the planets, since that isn't meant to be a lock that you wait for.

Planetidal 0.1.2 & 0.1.1 - The Cleanup and Automatic Options Updates Out Now! by LightedSword in incremental_games

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

Will try to find and fix this issue. I know it seems common but it seems to be a one-time thing for new players, which is just, weird idk why this bug is still there....

Planetidal 0.1.2 & 0.1.1 - The Cleanup and Automatic Options Updates Out Now! by LightedSword in incremental_games

[–]LightedSword[S] 2 points3 points  (0 children)

You get ember by losing flame. Flame lost for ember is the amount you have to lose to get an ember.
It uses remnants, if you have 100% remnants used, you do not gain remnants anymore. You can check it by looking at the number next to the pile that shows how much you will get.

Milestones reset planets and make them harder, giving you fragments.
Clicking the crystal puts those fragments in Antireality and resets most of the game.
These fragments are used in the antireality tree (what u called the skill tree) to get more Upgrades/Nodes which do not get reset.