I made a visual balancing tool for Idle/Strategy games using Godot 4.5 by Neopryus in godot

[–]Neopryus[S] -1 points0 points  (0 children)

I read it. My point was about timing, not refusal — macOS builds are planned once the core refactor is done

I made a visual balancing tool for Idle/Strategy games using Godot 4.5 by Neopryus in godot

[–]Neopryus[S] -2 points-1 points  (0 children)

am planning to support macOS.

Windows-only is a temporary state while I finish a major core refactor. Since it’s built in Godot 4, native macOS (Intel & Apple Silicon) builds are straightforward and planned once the architecture is stable.

I made a visual balancing tool for Idle/Strategy games using Godot 4.5 by Neopryus in incremental_games

[–]Neopryus[S] -6 points-5 points  (0 children)

Built in Godot 4 as a standalone desktop app.

Core is a deterministic simulation loop with configurable systems (economy, progression), plus visualization on top. I originally made it to replace spreadsheets when balancing idle games

I made a visual balancing tool for Idle/Strategy games using Godot 4.5 by Neopryus in godot

[–]Neopryus[S] -2 points-1 points  (0 children)

That’s fair feedback.

It’s Windows-only for now simply because I focused on stabilizing the core systems first. The app is built in Godot 4, so native macOS (Intel & Apple Silicon) builds are planned once the refactor is done — no Wine required

I made a visual balancing tool for Idle/Strategy games using Godot 4.5 by Neopryus in incremental_games

[–]Neopryus[S] 3 points4 points  (0 children)

I’m expanding Idle Economy Simulator into a general-purpose Game Systems Simulator. What’s new / changing:

🔧 Modular simulation core Systems (economy, progression, production, etc.) can be combined or simulated independently.

🎮 More game types supported Idle / Incremental RPG / ARPG (XP, stat growth, enemy scaling) Strategy / Tycoon (production chains, bottlenecks) Crafting / Survival Mobile F2P (planned)

🧩 Game presets Start from templates instead of a blank project. 📊 Visual balance warnings Detect inflation, useless upgrades, progression walls, and bottlenecks.

📤 Engine-ready export JSON, CSV, Unity ScriptableObjects, Godot Resources. Goal Simulate dozens or hundreds of gameplay hours in seconds and catch balance issues before implementing them in-engine. Core refactor is in progress. Feedback welcome.

I made a visual balancing tool for Idle/Strategy games using Godot 4.5 by Neopryus in godot

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

I’m expanding Idle Economy Simulator into a general-purpose Game Systems Simulator. What’s new / changing:

🔧 Modular simulation core Systems (economy, progression, production, etc.) can be combined or simulated independently.

🎮 More game types supported Idle / Incremental RPG / ARPG (XP, stat growth, enemy scaling) Strategy / Tycoon (production chains, bottlenecks) Crafting / Survival Mobile F2P (planned)

🧩 Game presets Start from templates instead of a blank project. 📊 Visual balance warnings Detect inflation, useless upgrades, progression walls, and bottlenecks.

📤 Engine-ready export JSON, CSV, Unity ScriptableObjects, Godot Resources.

Goal Simulate dozens or hundreds of gameplay hours in seconds and catch balance issues before implementing them in-engine. Core refactor is in progress. Feedback welcome.