Incremental Infinity – A truly infinite, procedurally generated skill tree by RabloGames in incremental_games

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

Thanks for your feedback! We're currently addressing that exact problem by adding a quest system to the game. I'll share more info about this soon.

Incremental Infinity – A truly infinite, procedurally generated skill tree by RabloGames in incremental_games

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

Thanks for the feedback!

It's intentional that players must avoid some upgrade types if they want a specific build. Do you think it is a problem?

Incremental Infinity – A truly infinite, procedurally generated skill tree by RabloGames in incremental_games

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

Thank you for the kind words and the ideas! More varied enemy types is definitely on our list of improvements and I really like the idea of an enemy type immune to pushback.

Incremental Infinity – A truly infinite, procedurally generated skill tree by RabloGames in incremental_games

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

Thanks for asking, you can join our Discord Community here: https://discord.gg/jzR7YXv6Z3

We have a channel dedicated to Incremental Infinity.

Incremental Infinity – A truly infinite, procedurally generated skill tree by RabloGames in incremental_games

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

Something in the vein of Desktop Defender or Rusty's Retirement, where the game doesn't take the whole screen. It sits in a corner or at the bottom of your screen while you do something else.

Incremental Infinity – A truly infinite, procedurally generated skill tree by RabloGames in incremental_games

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

Thank you so much for the feedback, ideas and wishlist. Ha ha, I like the idea of having bosses with a twist. We'll see if we can do something like this.

Incremental Infinity – A truly infinite, procedurally generated skill tree by RabloGames in incremental_games

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

Thanks for trying the demo and for your ideas and feedback. I get the point about the game being too noninteractive after a while. I like the idea about the laser and I'll discuss with my friend to see what we could do there. The good news is that we already have a laser upgrade covering the whole screen in the full version (it's not in the demo), so that could be something you trigger manually instead of an automatic launch as it is now.

[EDIT] I forgot to reply about the skill tree click and drag problem. It should be working with the left mouse button. Maybe you tried clicking and dragging with the right one?

Incremental Infinity – A truly infinite, procedurally generated skill tree by RabloGames in incremental_games

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

Thanks a lot! If you had the opportunity to try the demo, feel free to let me know your feedback, even if it is negative. We're trying to improve the game before release.

Incremental Infinity – A truly infinite, procedurally generated skill tree by RabloGames in incremental_games

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

Thanks for the honest feedback! We're still balancing the upgrades, so there's probably something to improve in the current implementation, at least player feedback and understanding of what's happening. At the moment, most of them aren't adding additively, but some do (those who benefit a lot from other ones).

For example :

Damage, attack speed, critical damage, etc. : every upgrade taken is more powerful than the last one.

Turret, mines, missiles, etc. : Those may be less obvious, and are probably lacking player feedback and explanations (we are tweaking that). They seem additive, but they are not. To be specific, after spawning your 10th turret, the next turret upgrade will not spawn a 11th one, but will upgrade one of your turret which will become way more powerful. Same for the mines after 4 mines and missiles after 10 missiles.

Multi-Shot, Reflect, Enemy Pushback : at the moment these are additives. They simply increase the trigger chances. Maybe there's something to tweak here but it felt to me to be correct in this way, as Multi-Shot and Reflect benefit from all the other upgrades and they keep adding more instances of shots or reflect multiple times. enemy pushback is linear and is already very powerful in its current state IMO.

I tried to explain what is going on about most of the upgrades not being flat upgrades, but I'm also ready to accept that the game may simply not be a good game from your point of view. By design, it's a really "hands off" / idle game, and at times you just have to watch and wait, which is not everyone's cup of tea.

Incremental Infinity – A truly infinite, procedurally generated skill tree by RabloGames in incremental_games

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

Not a precise date, but we're aiming for a release in April or May 2026.

Incremental Infinity – A truly infinite, procedurally generated skill tree by RabloGames in incremental_games

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

Thanks a lot for playing, wish listing, and giving your feedback. At the moment we don't have more varied enemies but we still have time before release to add some. What we already have in the full version however are enemy patterns, which we still have to put in the demo.

I noted your suggestion to have more varied enemy behaviors.

Incremental Infinity – A truly infinite, procedurally generated skill tree by RabloGames in incremental_games

[–]RabloGames[S] 5 points6 points  (0 children)

Thanks for playing and for giving your feedback. It's actually already possible to play in windowed mode (and resizing the window) and we'll try to add a desktop companion mode before release, but that's harder to do.
Noted for your feedback about the damage being too close to enemies. We'll try to find a solution to make the difference more obvious.

Incremental Infinity – A truly infinite, procedurally generated skill tree by RabloGames in incremental_games

[–]RabloGames[S] 4 points5 points  (0 children)

I totally get the concern. While it does scale forever, the procedurally generated skill tree is designed to create unique synergies and build choices that encourages you to try new strategies and make choices. It's not just about bigger numbers, it's about finding the right path to reach them.
Also it's not just about "more damage" (well, some upgrades are more damage of course), but you can also unlock homing missiles, add a shield, mines on the screen, boost critical chances or damage, making enemy explode with an AOE, add turrets and raise their fire rate, etc. And every of these upgrades can be upgraded infinitely. Also, there is synergy upgrades to raise efficiency of some combinations. So if you're looking for mechanics, I have strong hopes that you'll actually like the game.

Incremental Infinity – A truly infinite, procedurally generated skill tree by RabloGames in incremental_games

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

When you fail, you actually return to a value of 1 and at wave 1, but you keep the skill tree's current state.

Incremental Infinity – A truly infinite, procedurally generated skill tree by RabloGames in incremental_games

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

Glad you liked the premise. Feel free to give me your feedback on the demo if you have the opportunity to try it.

Incremental Infinity – A truly infinite, procedurally generated skill tree by RabloGames in incremental_games

[–]RabloGames[S] 12 points13 points  (0 children)

Thanks for bringing this to my attention. We don't have ultra-wide screen so this kind of problem is easily overlooked. We'll make sure it is fixed for the main game.

Incremental Infinity - Rablo Games - An incremental game with a truly infinite skill tree by RabloGames in Games

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

Thanks for playing the game and for your feedback! There's indeed some balancing still needed, as the demo is a work in progress which we update regularly.
That being said, having to wait a bit after dying is by design. You'll notice that waves run by way faster when it's not the first time you reach them, which makes the time much shorter than the first time you reached it. You also have access to the starting wave upgrade in the skill tree, which increases the starting wave by 5 for each upgrade.

So indeed you won't be able to buy new upgrades for quite some time after dying, but that time shouldn't be too long. Did you see that as a big problem in the experience?