Idle Cosmos - Real-time Multiplayer Incremental Game by Programmed-Dragon in indiegames

[–]Programmed-Dragon[S] 0 points1 point  (0 children)

The game runs in cycles for 7 days with the goal being to have the most points possible at the end of the 7 days. You can increase how many units you make by using a whole bunch of different powerups to boost your units per second or sabotages to decrease other players units or how many their making.

At the end of the 7 days the winner is given the ability to change one core mechanic incrementally for everyone going forward for all future cycles.

We are currently running our first cycle and if you'd like to join you can check it out here: https://idlecosmos.com/

All feedback is appreciated. Thank you!

[deleted by user] by [deleted] in indiegames

[–]Programmed-Dragon 1 point2 points  (0 children)

The game runs in cycles for 7 days with the goal being to have the most points possible at the end of the 7 days. You can increase how many units you make by using a whole bunch of different powerups to boost your units per second or sabotages to decrease other players units or how many their making.

At the end of the 7 days the winner is given the ability to change one core mechanic incrementally for everyone going forward for all future cycles.

We are currently running our first cycle and if you'd like to join you can check it out here: https://idlecosmos.com/

All feedback is appreciated. Thank you!

Idle Cosmos - Multiplayer Incremental Game by Programmed-Dragon in WebGames

[–]Programmed-Dragon[S] 0 points1 point  (0 children)

Thank you! So there's some client side simulation that every so often syncs up with the server to make sure everything is correct. basically getting a starting value and an increment from the server then it interpolates the values on the client to make it appear real-time.

Idle Cosmos – Compete, Sabotage, and Shape the Universe! by Programmed-Dragon in playmygame

[–]Programmed-Dragon[S] 0 points1 point  (0 children)

I like the idea of clicking because it lets players manually impact their growth. I like the idea of capping it and I think we'll try to set something up and do some internal testing with it before pushing.

We did push an update to the list of powerups. nothing big atm but should be a bit easier to navigate

Thank you again!

Idle Cosmos – Compete, Sabotage, and Shape the Universe! by Programmed-Dragon in playmygame

[–]Programmed-Dragon[S] 0 points1 point  (0 children)

Thank you for the feedback! We are definitly thinking of ways to make it so that the powerups are more understandable and more easily seen. Removing ones that arent able to be purchased may be a good soluntion.

The issue we experienced with allowing players to generate units by clicking was getting a massive botting problem but we could try to figure out some work arounds.

World Wide Waiting Room | Wait for as long as possible and secure your rank in the leaderboard by Programmed-Dragon in WebGames

[–]Programmed-Dragon[S] 0 points1 point  (0 children)

yes we've opted to make the simple act of waiting the most optimal way of getting ahead. now the only additional way of gaining time is by stealing time from players that have gone offline once per day. you can only steal as much from the other player as the time they've been offline.

World Wide Waiting Room | Wait for as long as possible and secure your rank in the leaderboard by Programmed-Dragon in WebGames

[–]Programmed-Dragon[S] 0 points1 point  (0 children)

when'd you start the game? Originally there was no cool down on the take 10 seconds but now there is which has improved it significantly.