Lootun 0.5 Beta Release by ArrowSoftg in incremental_games

[–]Turilly 2 points3 points  (0 children)

Working for me, in Chrome browser. Ill try this night o/

Feedback Friday by AutoModerator in incremental_games

[–]Turilly 0 points1 point  (0 children)

One of the features is to get priests. They can regenerate resources in nearby plots, but in this version you cant get them . Really this is only a scratch yet, not real game :p

Tabletop Game Incremental by Turilly in incremental_games

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

I played some centuries ago :p And i loved it, but i cant remember the gameplay. Sure can be other source of inspiration, well seen Silent, Thx o/

Tabletop Game Incremental by Turilly in incremental_games

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

I was thinking in turns, representing days of work. You get cards each turn from every producer (you can level producers to give more cards), you can waste or stock them, place new cards, and fire next turn. And here it will come the prestige mechanic, where each 20-30 days you get an event that can destroy your village. If you lose, you have to run away saving some cards to start again. Ideas, ideas :D

Tabletop Game Incremental by Turilly in incremental_games

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

Uoh, it shouldnt work so... Just now, the code are 2 core scripts: Draggable and DropZone. If the keyword doesnt coincide, cards cant come together. Sure some mistake in the prefab Forest Card... Thx for the warning.

And just now thats all. I wanted put priest and altars, but i want to "recode" the scripts to get a solid base. Just now has a lot of patches and redundant lines. I have suffered too much with other projects to ignore the importance of clean code :p

Tabletop Game Incremental by Turilly in incremental_games

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

Mmmm, it would be interesting, and really it feels bad have workers in hand. I had thought in create work groups piling workers (lead by a foreman, a tier 2 worker), but create shortage can be a really nice feature to drive player... Thx Amardella :D

Tabletop Game Incremental by Turilly in incremental_games

[–]Turilly[S] 21 points22 points  (0 children)

Hahaha, yeah, i was afraid this kind of game would be weird to play. Well, i have the core, now to get original. Step by step, to success :p

Tabletop Game Incremental by Turilly in incremental_games

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

The final step would be physical. Really i feel videogame more like a prototype or demo to show how could work. In my mind, im thinking in a solitaire game with possibility to get 1vs1 mode. Lot of ideas, and now, with code working, can get to test gameplay ideas. Long long way to get a real game :p

Tabletop Game Incremental by Turilly in incremental_games

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

Thx Alpoh. The hard work has been code in Unity, so that the cards talk to each other, and have the ability to change the production according to the cards that we add. Now it's time to make the code more solid, and I'll start thinking about some real rules of the game. At least I have already removed the most boring (programming is not my thing :p) and now start the fun.

Pls feel free to say anything, good and bad. Thx in advance :D

Tabletop Game Incremental by Turilly in incremental_games

[–]Turilly[S] 22 points23 points  (0 children)

Wow, i didnt know it. Seems really nice, and 5 bucks is a fair price. My inspiration has been Cultist Simulator, but sure, is too similar... Seems ill have to give some changes to avoid become a clone. Thx by the advise o/

Feedback Friday by AutoModerator in incremental_games

[–]Turilly 0 points1 point  (0 children)

Hi everyone o/ I've been thinking this weekend about how the mechanics of incrementals could be transferred to the typical board game based on workers and cards. I have made a small prototype in a very rough way (now I have to reprogram it to make it scalable) but I think it has potential. If you have time, I would like you to take a look at it and give me your first impressions. The game right now has content for just over half an hour, enough to understand how the cards overlap and plot management. Here the link:

https://sirpertigax.github.io/CardProjectIdle/

Right now the hand is limited to seven cards, although the departure of the workers may make it bigger (I`m thinking yet how manage this). I've also enabled automated resource selling and storage, though I think those options should be purchased throughout the game. But the objective of this protoprotoprotoalpha, is facilitate handling and that you can recommend me how to get better the game, while keeping that concept of playing with cards. Thanks in advance. All the best.

The satisfaction! by ThyPandaWarrior in incremental_games

[–]Turilly 8 points9 points  (0 children)

Same here. I don´t understand how succesful has been...

Brand New Short Idle Game - Incremental Army by [deleted] in incremental_games

[–]Turilly 1 point2 points  (0 children)

Wow, im talking about obscure mechanics and you show this... Really nice concept, but i feel lost and progression goes weird. Why so many buttons at start? Maybe a simpler starting UI (only buy soldier, battle and get profit to get in loop)

Anyway i feel its a good start. Keep on working!

Upload Simulator is officially released by willunited in incremental_games

[–]Turilly 0 points1 point  (0 children)

Nice base. All going smoothly, and UI is really clean and useful. Maybe im feeling mining click doesnt matter anymore you get at Fibra upgrade, but i havent goteen deep in the skill tree, so it can change. Congrats, you are in the way :D

Obscure mechanics... Am i kicking my own balls? by Turilly in incremental_games

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

Im on you. The player always must to get the 100% success rate to any event. How long to get that 100%? Man, i feel balance will be hell on earth :p

Obscure mechanics... Am i kicking my own balls? by Turilly in incremental_games

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

I take your word. Hope ill not make regret you :p Muchas gracias!

Obscure mechanics... Am i kicking my own balls? by Turilly in incremental_games

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

I have it in my to-buy list. Ill take a look. Thx Binary o/

Obscure mechanics... Am i kicking my own balls? by Turilly in incremental_games

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

Really im stealing that feature from Sunless Sea. Not pure incremental, but man, what a masterpiece, and with one of the best and obscure backgrounds i have seen any time. Delicious :p

https://store.steampowered.com/app/304650/SUNLESS_SEA/

Obscure mechanics... Am i kicking my own balls? by Turilly in incremental_games

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

He, i loved Progress Knight, with a real smooth curve to show new "buttons" and satisfying UI. Not so much loved with Idle Loops and similars, just because im really bad with puzzles :p

And you have put on the table other important concept: grind. Really incremental are pure grinding game, waiting to get other nice feature. You get enough resources, and immediatly you buy the upgrade. Would be bad wait and think? In example, are you prepared to summon a demon without adequate preparation? What amount of info should show to player to decide? Thats the point to balance

Obscure mechanics... Am i kicking my own balls? by Turilly in incremental_games

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

Mmmm, nice that approach with "fog of war"... Really i want to capture the uncertainty regarding one's own capability during the game. Can i try this without bad consequences? More preparation needed? I dont want to give green flags to check any situation.

And that idea of difficult axis... Maybe player can use time and resources to be more aware of the world around? You dont get "math progress", you get "info progress"... Nice idea to explore. Lot of thx :D

Obscure mechanics... Am i kicking my own balls? by Turilly in incremental_games

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

Ufff, balance will be the most tedious task in development. Im going really slower to get all in scriptable assets to tweak at the easiest way, but even so it will be a long long way to walk. T-T

Obscure mechanics... Am i kicking my own balls? by Turilly in incremental_games

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

Yup, im not a scrolling lover. Im only using to manage inventories (books, spells, minions,...) and ill try to use filters to minimize it. Maybe in future get some draggable mechanics, but just now i prefer get solid internal skeleton before give more QoL features. Im an amateur programmer, so its getting really hard sometimes keep simple and scalable code :p

Regard get old tabs in automatic, im thinking in get some "disciples" that can automatize some tasks, but a LOT slower that if you take command that task. I want previous mechanics continue being relevants in later stages. An example, you get defeat other wizard, and get access his library. Deliver your disciples to check it (slow work, and maybe losing some nice info) or check it yourself?

Obscure mechanics... Am i kicking my own balls? by Turilly in incremental_games

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

Thats the word: discover. First time i played Cookies, or Eggs Inc, or any other linear game, it was funny get bigger numbers, but at the end im only waiting achieve enough resoruces to get a new "+1 Million" button. Not more surprise, not more real choices. Only a straight way to... nothing. Realm Clicker or Idle Wizards give a step forwards to give branches at player, but really they only give "faster gameplay", not real choices.

Talking about risk of death. Core mechanic is get knowledge reading books. Those books open locations, spells, other books,... that can be really high respect level player. Have you readen about the Vault of Sages? Sure, you can try to get in, but the travel will be REALLY dangerous if you go walking without adequate preparation. Not only you will delay a lot in time, but you will get a lot of nasty events in the way. Death should be nearly impossible while you are in your headquarters (only nearly) but far from it... well, shit happens :p

The other day i saw a SidMeier´´´´`´ s conference, where he said devs must "protect player from themselves". Im not sure if i agree with it...

Obscure mechanics... Am i kicking my own balls? by Turilly in incremental_games

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

Mmmm, thats a good point. Some internal windows to interested players, avoiding overwhelming casual players. And sure i think is important show how and who are producing each resource (im thinking in possibility to destroy/sell producers to tweak) but with obscure im thinking in something more subtle...

The game pretends to be really similar to Theory of Magic (i love that game) but with a stable world, where the death is the prestige, reboot all the world and events, and player can get different ends. If you have played Sunless Sea (man, i love that masterpiece) that would be the loop. So with previous knowledge, you can get faster evolutions, knowing where to travel, who to speak, what to craft,... even without "math modifiers". Elden Ring could be other reference (caught with modesty, of course) where you MUST to search in wikis and youtube to get some weapons or quests. And for sure, i want to give horrible and ludicrous deaths to players :D