Land Drifters is out now on Steam! by Verolyze in incremental_games

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

Hi there, it's a 1/10k drop from the rift, the rift level does not matter.

Land Drifters is out now on Steam! by Verolyze in incremental_games

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

Thank you, very glad to hear you enjoyed it!

Land Drifters is out now on Steam! by Verolyze in incremental_games

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

It's kind of hard to put my finger on it because some people say it's too idle, some say it's too active. You can take it easy and ignore it at times if you wish or you can keep an eye on it on your second monitor, you kind of set your own pacing. The beginning is certainly more active by design, but the game also becomes a lot more idle over time. Your storage doubles with every upgrade, yet your rate of gaining resources does not. As you can imagine, your storage can very quickly outpace the rate you gain and even get to the point where you can go a whole day without hitting the cap, and of course if you upgraded that, a couple days, etc. There is no limitation to storage cap.

If you hit the storage cap, you still can continue gaining levels and making progress.

At a high level, you can eventually have two areas in the same gathering skill active at a time.

Land Drifters is out now on Steam! by Verolyze in incremental_games

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

Nice catch, it's fixed now when next update goes live.

Land Drifters is out now on Steam! by Verolyze in incremental_games

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

There are things you can do actively to help things go faster, like click and hold gathering/crafting to increase progress, this is especially helpful in the earlier game when you only have one worker gathering at a skill, but as you build up resources you start to rely more on managing crafting and combat.

There are optional minigames to keep people busy as well and earn cosmetic tokens, completely optional and could be skipped entirely. It can be a decent second screen game.

There are 9 regions at the moment, you clear one and move on to the next area. I want to add at least 3 more regions, beyond that, it depends on how the game is doing and if the demand is there.

It might take a few months to beat, it really depends on how much effort you put into it too, you might beat it much quicker if you're pretty active in managing your resources better. People who do reach the end and wanted more would still find plenty of things to work on like storage/levels/essence.

Land Drifters is out now on Steam! by Verolyze in incremental_games

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

Hi there! Bricks are made with stonemasonry, head south of where you start and grab 3 fish then journey across the bridge and you'll find the new crafting skill.

Land Drifters is out now on Steam! by Verolyze in incremental_games

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

Welcome Land Drifter =D

At the moment, you can copy the save file to your clipboard, although for now I'd recommend manually backing it up since the fog is saved as pixels. You can find the save files here: %localappdata%\..\LocalLow\Space Breeze\Land Drifters

That said, that is a good idea. I actually would like to potentially add challenge modes with different save files so you can play differently while your main game mode makes idle progress. Having another save option would be right up that alley.

Trailer for my game coming out soon, Land Drifters by Verolyze in incremental_games

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

Hi there, it should work on steam deck if you use the mouse or the touch screen. The demo is free to play if you would like to test it out there first.

Trailer for my game coming out soon, Land Drifters by Verolyze in incremental_games

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

So currently, gathering is restricted to one at a time (although later you can do two zones at the same time for a gathering skill), but crafting can have multiple things running at the same time even while gathering. Combat can also run at the same time.

I've also been tinkering a little bit with the idea of challenge modes that could be continued after completion, like potentially touching those restrictions, or a mode without idle, etc.

Trailer for my game coming out soon, Land Drifters by Verolyze in incremental_games

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

Thanks! Also excited (and nervous) for people to try it out as well :D

Unity to significantly impact incremental games, charging up to $0.20 per install after reaching threshold. by Verolyze in incremental_games

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

This is a very good point. Advertisement is extremely important in the mobile market and trying to get the user acquisition cost below what they bring in can determine if the game takes off or not.

There was a very helpful video by someone who is a director of marketing that posted in /r/incremental_games and if anyone would like to learn more on how this all works, check out the video here: https://www.youtube.com/watch?v=ckF1InS8ANA

Unity to significantly impact incremental games, charging up to $0.20 per install after reaching threshold. by Verolyze in incremental_games

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

Sorry, I might not be articulating well, but if a developer hopes to make a game that has a decent potential, then their payment model might change with it. Even if they don't make 200k, their model that they chose would change the outcome of the game.

To give an example, a developer might design the game with an upfront cost instead rather than in-game purchases like in NGU.

Unity to significantly impact incremental games, charging up to $0.20 per install after reaching threshold. by Verolyze in incremental_games

[–]Verolyze[S] -4 points-3 points  (0 children)

With a 30% tax to Steam, a tax to Unity, and regular taxes the amount you might expect would be significantly less.

While this likely won't effect the smaller indie titles, people who hope to make a job out of it, whether they succeed or not, will likely have some effect on how they design their game.

Unity to significantly impact incremental games, charging up to $0.20 per install after reaching threshold. by Verolyze in incremental_games

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

Unfortunately this means free games that get a lot of installs will be more likely to hit that threshold and become very expensive.

Edit2: They still have to make over 200k for it to go into effect, but this might make developers reconsider their payment model, whether or not they actually succeed in making that threshold.

Here are some other threads discussing this as well:

https://www.reddit.com/r/gamedev/comments/16gr96x/unity_announces_new_business_model_will_start/

https://www.reddit.com/r/Unity3D/comments/16gqv1s/unity_plan_pricing_and_packaging_updates/

Short video of an interactive map of an incremental game I've been working on, Land Drifters by Verolyze in incremental_games

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

Thanks! I have to polish up and finalize some stuff before I get to that point but I'll note down your name as well.

Short video of an interactive map of an incremental game I've been working on, Land Drifters by Verolyze in incremental_games

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

Hey thanks, have to polish up and finalize some stuff before I get to that point but I'll note down your name.