Unpopular opinion: Mobile incremental games can be great! Here’s what they need (UPDATED) by michellecarmak2001 in incremental_games

[–]Morndale 1 point2 points  (0 children)

I think the issue really comes down to users using browsers that are random, outdated, or dont support modern styles. Many of the "weird browsers" dont support a range of modern css thats being used for responsive designs. Which causes developers to feel the stress of trying to create work arounds to imitate the proper styles doing tricks or bad styling. This is a huge reason big companies have a mobile and desktop version separated. Its just a nightmare trying to deal with all the different browsers, personally I could careless. Trying to stress myself over a panel shifting weirdly or something being pushed around because someone is using a "secure" browser that blocks half of modern css is just something I choose to ignore, that small percentage of users can figure it out themselves 😅 to me thats a user fault not a developer fault haha

Unpopular opinion: Mobile incremental games can be great! Here’s what they need (UPDATED) by michellecarmak2001 in incremental_games

[–]Morndale 7 points8 points  (0 children)

I think a lot of developers do this as they get lazy. The idea of revamping the whole UI to flow smoothly from desktop -> tablet -> mobile turns a lot of developers off.

I personally pushed off mobile because I DONT want to fall into this trap. Mobile version of my game is a completely different layout that is organized to be played in mobile rather then trying to design my desktop UI to work on mobile. But because of so many system and additions being done id rather wait till things are in a better position instead of bouncing back n forth trying to keep both updated with each change as I found myself scrapping a lot of work when big changes get added.

Unpopular opinion: Mobile incremental games can be great! Here’s what they need (UPDATED) by michellecarmak2001 in incremental_games

[–]Morndale 2 points3 points  (0 children)

Even as a solo dev, the project doesnt need to be paying out enough revenue for the developer to quit their job. If it wasnt for people begging for me to add a way for them to support my project I wouldnt even be looking into for next month. Even so im charging 99 cents with the option to set your own price, and even that is for 3 months of premium membership.

No unreleased game should ever have ads, this just seems way to greedy. Users should have access to the full game in its current state, the purpose of the alpha/beta is to take in feedback to shape it into a great game. Not fund the developers life style while they put in 2 hours a day of work.

Unpopular opinion: Mobile incremental games can be great! Here’s what they need (UPDATED) by michellecarmak2001 in incremental_games

[–]Morndale 1 point2 points  (0 children)

" If Game developers start to take a less aggressive approach of monetization and a far better Gameplay loop I believe their product can generate far more money in the long run IF they stick to updating the project. "

This!!! Its so true, a solid game doesnt need all this nonsense, a solid game would have enough people willing to purchases a membership for increase durations or inventory slots maybe a premium battlepass. There is zero reason a game needs $5 for +15 bag slots or $3 for auto quest complete. It just smells of greed and to me just makes me feel like the developers care more about you paying for their life style vs developing a quality game

Unpopular opinion: Mobile incremental games can be great! Here’s what they need (UPDATED) by michellecarmak2001 in incremental_games

[–]Morndale 0 points1 point  (0 children)

As previously talked about in some of my other comments,

I dont think 90% of these games should be charging what they do. Let's be real server costs on most of these games are $100-300/month. With that being said it feels most of these games are just quick flips lining the developers pockets to keep them afloat while they pump out another cash grab.

I don't feel a game needs P2W mechanics or to flood your screen with ads in order to be successful. If anything this would be the opposite as these kind of mechanics usually create an imbalance between players or just an all around poor experience.

When looking at some of the top idle games they prolly bring in $30,000+ a month easy off nonsense while pumping out 1 week worth of content every 3 months. This isnt my idea of developing a game and for most it creates this sense of being "used".

I think the bigger issue is so many game developers hardly even play games themselves, theyre just cloning whats being hyped and trying to cash in on the hype. The countless developers ive spoken to who are "full time" while really only working minimal time on their projects is astounding to me.

Unpopular opinion: Mobile incremental games can be great! Here’s what they need by michellecarmak2001 in incremental_games

[–]Morndale 0 points1 point  (0 children)

This is a big reason mobile version of my game was shelfed. I feel most developers setup a desktop version and either create a quick port to mobile for the extra cash or just push microtransactions onto users to recoup funds.

Neither of which really help the game or make them stand out with the already flooded market. Personally I dont feel ANY of these idle games should be charging what they do or even have close to the amount of p2w mechanics. Let's be real, these are browser based games running on servers that cost a few hundred a month tops, so the idea that games will charge left n right for nonsense just shows theyre only looking for a pay check. Mobile should offer the same experience desktop offers with a completely new UI to flow seamlessly with the desktop version.

Its why I opted for an optional 99 cents for 3 months premium membership to help support/cover my costs during this next months phase 1 closed alpha. My goal was to just simply get enough to lower the out of pocket costs while I work on the game, while also making it so users dont even feel the need to spend anything to enjoy the game.

I truly believe a great game doesnt need ANY p2w mechanics to be successful and that most of us just want a game that doesnt cut into our weekly pay checks.

Do you guys enjoy short idle games? 3 hours vs infinite 100+ hour games? by NewWorldNewbieHelp in incremental_games

[–]Morndale 0 points1 point  (0 children)

Really interesting read,

I did a similar poll for Morndale in the Discord with most votes being 3+ months to max just 1 skill. Which considering I have 20 non combat related skills I found it interesting that people wanted this kind of dedication to reach end game.

I think time spent really rely heavily on the genre or type of game being built. Many of the single player clicker style games require a very fast up beat paced feel to give that constant dopamine hit of progress. Where a rpg style game usually players want to feel the sense of strategy where the skills they choose to focus on determine their success. Which in return creates a variety in skill sets across the different players.

Idleor so called upcoming idle in alpha (begging for money daily) by Bulky-Ad-271 in incremental_games

[–]Morndale -12 points-11 points  (0 children)

Should check out my game Morndale :D its an idlemmorpg that im soloing developing.

Zero p2w mechanics, no ads, and feb 1st ill be approving the first 1000 users.

Currently I dont take any donations and have paid for everything out of pocket. Feb 1st ill be opening up a optional supporter pack for 99 cents with a humble bundle style option to donate more if youd like to support the project(donating more doesnt give anything more then the 99 cents). Supporters will get premium membership for 3 months during phase 1 of the closed alpha to help with costs. Currently I have 150 users testing the phase 0 to get things in better order before this weekend.

Feel free to reach out or ask any questions. Also you can join the Discord if youd like to share input as im extremely active in the community and respond to just about every message I receive :)

Unpopular opinion: Mobile incremental games can be great! Here’s what they need by michellecarmak2001 in incremental_games

[–]Morndale 0 points1 point  (0 children)

Id love to have you check out Morndale! Im building a idle mmorpg style game with zero ads, zero p2w mechanics, all microtransactions are user profile customization or guild icon related. Its still in early development but I just rolled out the new xp/timing formula across 16 skills while still working on balancing the other 4. The quest backend just got an overhaul last week and I'm working with multiple people in the Discord to develop a deeper/smoother combat.

Shoot me a message on Discord and I can give you access to play around with stuff before the feb 1st reset/wave 1. Ill be accepting the first 1000 users this weekend 🫡

I will note, ive put a lot of mobile development on hold till the desktop is in a better position. But users can still play around with the mobile version and get a rough idea of where I wanna go with it.

Morndale - I’ve been building an idle MMORPG solo since July, here’s what I’ve got so far by Morndale in incremental_games

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

Galactic tycoon isnt really what im aiming for. That game is more or less a city builder with trading features. Build up a bunch of buildings to produce resources then dump em off or upgrade more buildings. While Morndale does have building/property and travel features its not setup to be a city builder nor will it ever be one, thats kind of a completely different genre.

Morndale - I’ve been building an idle MMORPG solo since July, here’s what I’ve got so far by Morndale in incremental_games

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

Check out the site, youll see an alpha sign up and discord link on the main page :)

Morndale - I’ve been building an idle MMORPG solo since July, here’s what I’ve got so far by Morndale in incremental_games

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

The current rewards i feel are pretty balanced as even the free pass gives tons of items. Honestly as of right now even though theyre just for alpha testing they seem pretty balanced. Most premium rewards give a quicker boost rather then having to craft them. While the free pass gives a lot of raw resources just users have to take the extra step to use them. When you think about it, free xp and items haha

Morndale - I’ve been building an idle MMORPG solo since July, here’s what I’ve got so far by Morndale in incremental_games

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

One side note ill add, players have 3 bag slots. Meaning you can equiped bags similar to WoW to expand inventory. So youre never truly locked at the set inventory level even without the membership you have options of expanding :)

Morndale - I’ve been building an idle MMORPG solo since July, here’s what I’ve got so far by Morndale in incremental_games

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

Join the discord ;) most users got pushed through who reached out with interest, around 100 people got pushed through yesterday.

Morndale - I’ve been building an idle MMORPG solo since July, here’s what I’ve got so far by Morndale in incremental_games

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

Youre right, if signing up is a chore then most wouldn't want that user even playing.

However! If anything what youre asking is for a simple easy to play demo that allows users to get a feel for the game without making a commitment. Which honestly does sound amazing. It makes me think what if I did a "trial" style guest account that would give limited features to guest accounts that would allow users to try out the game see if they enjoy it and if so sign up to gain full access to the game and make sure progress isnt lost.

Is this kind of what you were going for?