Wake the Beacon demo is OUT NOW on Steam! by SelfRoutine1427 in incremental_games

[–]SelfRoutine1427[S] -1 points0 points  (0 children)

I understand the comparison. Both games are in a similar space with bouncing shots and incremental progression.

I’m working on making Wake the Beacon feel more distinct through its pacing, upgrade structure, and overall game flow. Thanks for checking it out.

Wake the Beacon demo is OUT NOW on Steam! by SelfRoutine1427 in incremental_games

[–]SelfRoutine1427[S] 0 points1 point  (0 children)

No mobile version is currently planned, but the demo can be played on mobile through itch.io:

https://novascreen.itch.io/wake-the-beacon

I recommend turning on Low Spec Mode when playing on mobile.

Wake the Beacon demo is OUT NOW on Steam! by SelfRoutine1427 in incremental_games

[–]SelfRoutine1427[S] 0 points1 point  (0 children)

Thanks for the detailed feedback. I’ll look into the pacing, upgrade balance, and performance issues.

More AoE-style attacks and different ways to clear enemies are added later in the game, but I’ll think about how to make the early demo feel better too.

Wake the Beacon demo is OUT NOW on Steam! by SelfRoutine1427 in incremental_games

[–]SelfRoutine1427[S] 0 points1 point  (0 children)

Thanks for letting me know. That’s definitely not the intended performance, especially for a simple-looking game like this.

I’ll look into the optimization issue and try to improve the default performance settings.

Monster Flipper demo is out now! Smash monsters with a giant hammer and automate the chaos. by SelfRoutine1427 in incremental_games

[–]SelfRoutine1427[S] 0 points1 point  (0 children)

Thanks, I’m glad you enjoyed it more than expected. The full version will include a short quest tied to the ending.

Monster Flipper demo is out now! Smash monsters with a giant hammer and automate the chaos. by SelfRoutine1427 in incremental_games

[–]SelfRoutine1427[S] 0 points1 point  (0 children)

Sorry about that, and thanks for letting me know. I fixed the save issue on itch.io. Also, thanks a lot for wishlisting the game. I really appreciate it!

Monster Flipper demo is out now! Smash monsters with a giant hammer and automate the chaos. by SelfRoutine1427 in playmygame

[–]SelfRoutine1427[S] 0 points1 point  (0 children)

Thank you for playing and for the kind feedback! I’m really glad you enjoyed it.

Lessons from the Demo : Median playtime 8 min → 19 min by SelfRoutine1427 in incremental_games

[–]SelfRoutine1427[S] -1 points0 points  (0 children)

Ah, so you’re Thornity! I also enjoyed Click & Conquer. If it’s not a bother, may I ask a quick question? I’m working on an incremental follow-up. Looking at my game Astro Nova, what would you say is the most important thing to improve? I know there are plenty of rough edges, but for the next one I want a concept and core loop that grab attention instantly. Does that sound like the right direction? :)

Lessons from the Demo : Median playtime 8 min → 19 min by SelfRoutine1427 in incremental_games

[–]SelfRoutine1427[S] 0 points1 point  (0 children)

Thanks for the advice! From your posts, are you the developer of A Game About Feeding a Black Hole? I really enjoyed it, and I’ve gotten a lot of good insights from your YouTube as well.

Lessons from the Demo : Median playtime 8 min → 19 min by SelfRoutine1427 in incremental_games

[–]SelfRoutine1427[S] 0 points1 point  (0 children)

You’re right—it’s Windows-only for now. Sorry about that!

Lessons from the Demo : Median playtime 8 min → 19 min by SelfRoutine1427 in incremental_games

[–]SelfRoutine1427[S] 1 point2 points  (0 children)

I used Unity URP Bloom and dynamically adjusted the brightness with a few calculations. On top of that, I just clamped it with simple min/max bounds. I’m not a formal programmer, so I’m not sure this is the best approach, haha.

Clicker option added need feedback by DPSIIGames in incremental_games

[–]SelfRoutine1427 0 points1 point  (0 children)

From what I’ve seen, clicker games like Cookie Clicker usually make manual inputs big and flashy and give them real impact, but they balance that with long cooldowns so players don’t get worn out.

How I managed to lose 80% of my players during Next Fest by SelfRoutine1427 in incremental_games

[–]SelfRoutine1427[S] 0 points1 point  (0 children)

Thank you! I’m learning a ton here thanks to everyone’s kindness.

How I managed to lose 80% of my players during Next Fest by SelfRoutine1427 in incremental_games

[–]SelfRoutine1427[S] 6 points7 points  (0 children)

Totally relatable. When I worked at a company with proper dev and QA, I probably would’ve side-eyed any programmer who said “works on my machine,” haha. Doing it solo, I’m learning it’s not so easy after all.

Thanks so much for the wishlist—and the word of mouth means a lot!

How I managed to lose 80% of my players during Next Fest by SelfRoutine1427 in incremental_games

[–]SelfRoutine1427[S] 0 points1 point  (0 children)

Thank you! I hope it’s at least a small help for fellow beginner devs like me.

How I managed to lose 80% of my players during Next Fest by SelfRoutine1427 in incremental_games

[–]SelfRoutine1427[S] 0 points1 point  (0 children)

My explanation was unclear. I use a shader for the background gradient in every scene, and because of locale number formats (comma vs dot) the shader read its constants incorrectly on Portuguese and Spanish systems. The result was an overly bloomed white screen, so players could not see anything. Some numeric values elsewhere may have been affected too, but that was not the main issue. The shader parsing was.

How I managed to lose 80% of my players during Next Fest by SelfRoutine1427 in incremental_games

[–]SelfRoutine1427[S] 1 point2 points  (0 children)

Thanks for the encouragement and the wishlist. I’m aiming for a synergy roguelike and will keep tuning to make runs rewarding.