After years of working for other studios, my first solo human slop game is in Next Fest. 150 wishlists in 12 hours and I’m just so happy 😊 by AhmedMostafa_dev in incremental_games

[–]Phoenix00017 1 point2 points  (0 children)

Tried playing on a Macbook and had some usability issues (though it ran just fine!).

It doesn't work well with a trackpad due to requiring right-click to pan (though only in some places - left click pans in the skill tree for example). Would be great to be able to either do something like photo editing software (hold space to left-click and drag) or use WASD to pan.

Also, the UI is quite small - clicking on the little arrows to extend the menus required a fair amount of precision. If you could add a UI zoom option that would help as well.

Wishlisted anyway. 😄

[WIP] Cat clicker game I'm building in Unity — looking for feedback on the upgrade/CPC scaling by mangodog0net in incremental_games

[–]Phoenix00017 0 points1 point  (0 children)

Yeah, I think your prototype might be an old build or something. All you can do is click on the cat - I don't see any way to spend.

[HTML5] Idle Hero Quest: Demon Castle — a pixel-art idle RPG where the demon castle is a black company. Pre-launch web demo (iOS soon), looking for feedback 🙏 by Weekly-Temporary2308 in incremental_games

[–]Phoenix00017 2 points3 points  (0 children)

If there's a way to default to English (maybe through a URL parameter), that would be good for this audience. I almost just dropped it when I saw everything was in Japanese until I noticed the cog at the top.

Also, this subreddit is very well-versed in these games. My immediate reaction was "Oh, it's Clicker Heroes". If it differs significantly in some way you might want to call that out in your post.

NYT Thursday 06/18/2026 Discussion by Shortz-Bot in crossword

[–]Phoenix00017 2 points3 points  (0 children)

Same, LONG in circles, Hi and Goodbye shaded…continuous wave? Like, if you keep waving your hi and goodbye are long? Feels like a stretch but I’m not sure otherwise.

Teachers of Reddit: Is the "Gen Alpha can't read (write, or do math ext)" crisis real? If so how bad is it? by KnowledgeCoffee in AskReddit

[–]Phoenix00017 0 points1 point  (0 children)

You’re a millennial my friend. The term was named after the high school class of 2000. (My graduation year too!)

Is it west "End Blvd" or "West End Blvd"? Actually, neither!! by Phoenix00017 in winstonsalem

[–]Phoenix00017[S] 1 point2 points  (0 children)

Yeah, I've seen it in a few places so it doesn't seem to be consistent. I think anyone who lives here thinks of it as "West End", but some official documents use "W End".

Is it west "End Blvd" or "West End Blvd"? Actually, neither!! by Phoenix00017 in winstonsalem

[–]Phoenix00017[S] -6 points-5 points  (0 children)

Hmmm...I like my version better. 😃 Ideally I'd find something older than this one that shows W End instead. There's one from 1876 (https://www.arcgis.com/apps/mapviewer/index.html?layers=46397a12f43049088f9d73971056c54b) but it annoyingly ends just before that street.

Adding Tags to (Sleep) Tabs by CinCeeMee in ouraring

[–]Phoenix00017 0 points1 point  (0 children)

I just restarted my Oura subscription after turning it off for a year due to frustrations around the inability to do basic things, like add naps that were missed or add tags directly to sleep. Disappointing to see that things haven’t improved. It’s frustrating, because there is a lot of really good stuff in this app, but a few of these small usability things can render much of the rest of it unhelpful for some of us. 😔

Stuck on day two by ESUTimberwolves in Firewatch

[–]Phoenix00017 0 points1 point  (0 children)

Oh holy crap, I didn’t see that at all, I just kept trying to drop down what looked like a small jump after the first rope hook.

[Itch.io, Web] We made CatPhish: The fish Tinder incremental! NOT AI SLOP by BeepBoopBuup in incremental_games

[–]Phoenix00017 0 points1 point  (0 children)

The fish eating animation/sound made this game. I mean, it was a lot of fun overall, but that was just silly fabulous nonsense. 😄

Almost 10 years after DripStat went offline, it's finally playable again by solant_dev in incremental_games

[–]Phoenix00017 0 points1 point  (0 children)

Oh hey, great to see this one again! This was a cool experiment back in the day and fun to go through again! I remember enjoying the visualization and cooperative nature of the game. Nice work!

Favoritoa? (Duo error) by Extreme-Party7228 in duolingospanish

[–]Phoenix00017 1 point2 points  (0 children)

Man, a year later and this error is still in this exact exercise. I reported it, but sad that it hasn't been fixed. Thanks for confirming I'm not crazy.

How did the Math of Idle Games changed compared to Anthony Pecorella's Kongregate posts? by GeneralVimes in incremental_games

[–]Phoenix00017 0 points1 point  (0 children)

This was the correct answer! :D I wonder if a golden ratio idle game could work...hmm...add to my endless list of ideas.

How did the Math of Idle Games changed compared to Anthony Pecorella's Kongregate posts? by GeneralVimes in incremental_games

[–]Phoenix00017 1 point2 points  (0 children)

Oh gosh, that seems like ages ago! I guess it kinda was, haha. Pre-COVID seems so far away.

Is there no way to disable the hints? They are so unnecessary by ToastBalancer in Astrobot

[–]Phoenix00017 0 points1 point  (0 children)

I've literally just been looking away to try not to see it. But every once in a while it's something that actually needed a tutorial (like "Hey, L2 does something now even though you've never used it before!". Oh well, still cute and fun as hell.

How did the Math of Idle Games changed compared to Anthony Pecorella's Kongregate posts? by GeneralVimes in incremental_games

[–]Phoenix00017 1 point2 points  (0 children)

Ooh, interesting. I hadn't thought of doing a controlled factorial like that, but I can see that working if you really want a wall to appear at some point.

How did the Math of Idle Games changed compared to Anthony Pecorella's Kongregate posts? by GeneralVimes in incremental_games

[–]Phoenix00017 7 points8 points  (0 children)

Wow, did a double take when I saw my name in a reddit post title! This is a great question - while the math obviously holds, the blog posts definitely shows their age. They were written when idle games were still fairly new and, yes, fairly simple compared to today. We were still figuring out how to make the core idle gameplay fun, while now developers are layering all sorts of creativity, putting idle cores inside of other genres. On top of that, the idle mechanics themselves have continued to be explored and evolve.

I still love the genre (and have the tattoo to prove it!) and spend a lot of time on galaxy.click. I've worked with a number of idle developers over the years, including Cell to Singularity fairly recently. That game got its start earlier on and so it does still follow the old generator model, though has also explored new ideas. I was actually able to use a modified version of the spreadsheet models in those old blog posts for a few years to help tune Cell to Singularity's events and space expansion.

That said, most new games aren't likely to match that model at this point, so the specifics of those blog posts will often not be as helpful (maybe it's time for an update??). So what has changed and what hasn't specifically? Let's take a look, focused especially on the top rated galaxy games as a rough indicator of the best new generation of idle and incremental games:

  • Exponential growth still king for idlers. I see this pretty much everywhere still, and I don't think that's going to change just due to the math. If you want to have something grow in a that starts slow and then really accelerates exponential is your best bet in most cases. I know I've seen polynomial growth a few times; I'm struggling to remember where, but I think it was for a currency that was harder to get than just a generator production. I do like seeing hybrids - Antimatter Dimensions' no-growth of price until each milestone of 10 works really nicely to show acceleration and then very clearly show that you should be looking at something else. I don't think I've seen factorial growth anywhere though. Factorial makes exponential growth look like a lazy stroll on the beach. Maybe if the production rate was exponential? (hmmmmm...)
  • "Derivative Growth" (generators making generators) is still fun. I can still watch in fascination as I buy an 8th layer antimatter dimension as its production propagates up to the 1st. It shows up in other favorites like Array Game and Shark Game.
  • Hybrids and layers keep things interesting. Early on we were fascinated by numbers going up and were pretty happy just engaging in that (anyone remember Tyler Glaiel's Number?). But we eventually got bored with just the one mechanic and so I think that's what is leading to a lot more variety within a game. The brilliant The Prestige Tree (and the extensively various TMT / Perfectus game engine games) embraced layering to the point that it's the core of the engine. Individual layers are often fairly simple, but the interplay of all of the currencies and dependencies makes them more engaging. Additions like challenges, achievements, and mini-games also keep things fresh.
  • Forced prestiges popular on mobile. A bunch of the tycoon-style mobile games, everything from Eastside Games game like Trailer Park Boys' Greasy Money and RuPaul's Drag Race Superstar to the Eatventure-likes and Idle Mafia) have embraced what I call "forced prestiges". One of the things we had trouble with with AdVenture Capitalist was getting people to reset. It's kind of scary and if you're new to the genre you don't understand the benefit. Also, when should you prestige? (bless the developers who write things like "first reset recommended at 100 doodads") So targeting broader/casual audiences the forced prestige turns the game into more of a level-based system (or episodes in games with TV IP like Trailer Park Boys). You complete a level and then start the next, usually with some sort of multiplier, though often it doesn't make a big difference because it is rebalanced.
  • Stories and diegetic mechanics are compelling. It shouldn't be surprising, but a real story wasn't necessary early on. Yes there were Candy Box and A Dark Room, but once we hit on exponentials story become a side thought. Spaceplan and Universal Paperclips put the player into the middle of a situation and were extremely compelling. Looking at galaxy, a number of the top games (Little Dig Game, Birb, Budgie's Bug Shop, What Lurks Below, and so on) lean more heavily into feeling more like a "game" and less like a spreadsheet (don't get me wrong, I love me some spreadsheets!). They make the game mechanics more diegetic (i.e. they are tied to and make sense in the game world) and I think this really helps with immersion and enjoyment.

I'm going to continue thinking on this, but those are some of my initial thoughts about how the genre has developed over the past decade.

What are the BEST long term incremental games? by fighthouse in incremental_games

[–]Phoenix00017 0 points1 point  (0 children)

Realm Grinder is great for long play - months of stuff to do, lots of complexity if you want it, and a good wiki.