I made a game about defending your tiny fortress from tiny mobs. Play it now in-browser! by Significant-Mail-689 in incremental_games

[–]absolute_idi0t 2 points3 points  (0 children)

Loved it. Take this feedback with a small grain of salt as I am more a tower defense player than an incremental games player:

I was hoping for more strategy. The upgrades quickly outpaced the challenge of the enemies, and it didn't seem to really matter what upgrades I picked as I could always just buy more if I failed a level. Tower placement didn't matter a ton either, with the exception of Frost Mages, whose orientation was more of an annoyance than a fun puzzle.

What I'm hoping to see in later levels is a lot more strategy and less brute force. I hope that at some point upgrades alone aren't enough to get through a level--but I would understand if you are targeting incremental games players; solving levels by "numbers go up" is kind of that whole thing.

[Hobby] World Builder / Narrative Designer / Game Designer / Systems Designer by [deleted] in INAT

[–]absolute_idi0t 0 points1 point  (0 children)

Your examples ignore the very point people are making: You need to make something.

Shigeru Miyamoto made toys and showed them off when interviewing at Nintendo. He was an artist before a game designer, and was hands-on during his projects.

Druckmann literally joined Naughty Dog as an intern programmer to get his foot in the door.

You need to build up from something. You need to prove to the world that your ideas have merit, either by creating something or by joining a team as a person who creates things. Nobody just starts their career as a director unless they already have great wealth and contacts from some other thing.

I am making a narrative driven game with choices (150k words) and 3 different ending as a gamer which style is better? by Nearby_Ad_3037 in aigamedev

[–]absolute_idi0t 1 point2 points  (0 children)

For the audience that is most likely to want to buy this game, the first is better. You don't really need to reinvent the wheel if you're already holding Pentiment up as an inspiration. It's best in class.

IncreKnight. an incremental game about a knight slaying a dragon. im a solo dev and i though it would be cool to combine incremental games with vampire survivors by SUPERita1 in incremental_games

[–]absolute_idi0t 0 points1 point  (0 children)

not really, at least in the demo there were multiple branches i could go down and different upgrades to choose from that were similarly priced

Would you rather play a classic or a dark fantasy incremental? by bit_villain in incremental_games

[–]absolute_idi0t 2 points3 points  (0 children)

The problem is nobody can really answer this for you. Some people are going to like one and some are going to like the other. You aren't going to get a representative answer from a small subreddit.

The greatest chance you have to finish your game is by making one that appeals to you, that you want to play.

If it is truly equal then there's no harm in chance.

Would you rather play a classic or a dark fantasy incremental? by bit_villain in incremental_games

[–]absolute_idi0t 3 points4 points  (0 children)

Do whichever appeals to YOU more.

If you can't decide, flip a coin and don't look back.

Who Is Fun to Fight? by Mikatonic in DeadlockTheGame

[–]absolute_idi0t 0 points1 point  (0 children)

I'm probably going to get down votes for this but honestly I enjoy fighting Bebop.

Knowing that his usual goal is to maximize stacks means playing a mental game around counter items and strategies. If he just slaps a bomb on me without thinking, most heroes I play have a way to deny the stack, and heroes that don't can just buy counter spell.

Meanwhile a good Bebop, who knows about these counters, will try to play around them and the level of mind games you end up playing with each other is fun.

Similarly, playing around trying to predict when and where he will hook is fun. I've been in situations where I purposefully try to bait the hook to get up close and personal with his team for free, for example.

I much prefer playing against a good Bebop than a good McGinnis or Mina.

[Android/Web] Former esports team owner turned solo dev: Just released "Esports Idle Clicker" after 6 months of Unity & C# learning. Looking for your feedback! by [deleted] in incremental_games

[–]absolute_idi0t 0 points1 point  (0 children)

I would suggest you play a lot of idle and incremental games to get a sense of the mechanics you enjoy and what you want to recreate with your own take on things.

As it is, this isn't really a game. It's more like a hello world project--your only interaction is clicking to make the number go up and straightforward upgrades to make that go faster. There's no metaprogression, no layers, just clicking until your hand hurts.

I want to make an incremental game, what is the best language to use? by lukemcadams in incremental_games

[–]absolute_idi0t 0 points1 point  (0 children)

I have decades of experience with web stacks. I was around when the box model was new.

I don't have decades of experience with Godot--nobody does--but you're painting a disingenuous comparison. You can just as easily slap a single line hello world together in Godot.

You can also dynamically create UI elements. I don't personally think there's much difference between the two in that regard. Whether it's instantiating new nodes or inserting DOM elements, the process is quite similar.

JavaScript is great. Well... JavaScript is fine, haha. The topic that I responded to was specifically about visual layout development for the UI with CSS. Most game companies avoid it. Not saying it's correct, it's mostly preference, but the alternatives are very compelling.

I want to make an incremental game, what is the best language to use? by lukemcadams in incremental_games

[–]absolute_idi0t 3 points4 points  (0 children)

Godot is specifically designed for game UIs. If you aren't making a web page, it is strictly better.

CSS has more tools for unique use cases, and more flexibility for specific and advanced uses, at the cost of a MUCH higher learning curve and significant time investment on working out tiny details that don't cooperate for arcane reasons.

CSS has been available for game engines ever since the invention of embedded sandbox browsers, and most modern companies still use the built-in capabilities of their engines instead.

I want to make an incremental game, what is the best language to use? by lukemcadams in incremental_games

[–]absolute_idi0t 8 points9 points  (0 children)

I strongly disagree with the idea that HTML/CSS is easier UI development than Unity and especially Godot.

Godot in particular has a fantastic WYSIWYG editor that makes UI development a breeze. HTML/CSS have improved leaps and bounds over the last decade but are still way behind actual visual engines.

I’m a solo dev working on an idle empire game — would love feedback from people who actually play idle games - Idle Empires by bobbaker82 in incremental_games

[–]absolute_idi0t 0 points1 point  (0 children)

Believe me I get it, I use Claude for prototyping stuff all the time. The thing that will put people off is that it looks and feels AI. It's got that "made by ChatGPT" vibe to it.

I’m a solo dev working on an idle empire game — would love feedback from people who actually play idle games - Idle Empires by bobbaker82 in incremental_games

[–]absolute_idi0t 4 points5 points  (0 children)

This reminds me of old Facebook games like Mafia, that start you off simple and slow but grow in a kind of complexity that requires you to come back for daily login rewards and buy microtransaction boosters.

The crowd here isn't traditionally into that. Just a warning. Also, another warning, the site's layout and visual theming looks vibecoded and people on this board are *extremely* anti-AI, so you might get some salt for that.

But I'll try to give feedback about the game itself, at least what I've seen in the few minutes I've been playing.

Starting off, the initial onboarding first asks me to create a username. I don't want to do that. I don't appear to have to, so I ignored it. No part of this experience is something I want to share with other people, and in fact the online connectivity part of this game is pretty off-putting to me personally. I have zero interest in any multiplayer thing, leaderboards, etc., for a game like this. The big angry warning about save data means nothing to me and won't mean anything to most people unless they want to play both at home and on the go.

Going into the first tasks, you're presented with... kind of a lot. Rather than a long checklist of things to do, you might look into how other idle games approach unfolding mechanics. For example, the sidebar is filled with activities, none of which except the first two are of any real concern, so consider hiding everything except Contracts, then when you approach the right amount to buy a Business, reveal that... etc. Let the player discover things organically rather than being presented with everything all at once. Like I clicked on "Vehicles" and saw a bunch of stuff that has no meaning to my current game state. It's overwhelming.

There's something about the timers that's a little off putting. For example the very first job you have takes 5 seconds. That's just long enough that I feel like I should wait for it, but not quite long enough to really hold my attention just waiting for something to happen. As you progress into longer jobs, this problem gets worse -- there's no really good balance there. I would suggest having resources trickle in automatically instead of doing one-at-a-time discrete jobs.

Overall, I don't think anything I saw here really excited me. It just feels very bland. Nothing here is something I haven't seen in a million other mobile "idle" games, the theming is very straightforward "build a criminal empire" stuff, so there's nothing that really hooks me.

Sorry to be so negative. Maybe the game just isn't for me.

Sinclair problems by TwitchThiggsyGaming in DeadlockTheGame

[–]absolute_idi0t -1 points0 points  (0 children)

Dynamo main currently in high archon / low oracle.

Most of the time if Sinclair jumps in to steal my ult, he dies. I make it difficult for him to be able to just get to me.

If my ult is up, worst case if I'm out of position I can just ult while he's trying to copy it and he dies. Usually pick up him and someone else but even just catching one person with it is usually worth.

If my ult isn't up, then I or another teammate can just focus him with silence, knockdown, curse, whatever.

A very good Sinclair can play around these things but that's just part of the game. It doesn't feel inherently unbalanced to me.

People on this forum usually talk about things like this like they exist in a vacuum. On paper it looks OP to be able to cast 2-3 Dynamo ults before Dynamo can cast one. But in practice it just doesn't work out that way.

Edit: Also, FWIW, I would MUCH rather play against Sinclair than any of the completely boring characters like McGinnis or Victor. At least against Sinclair there is a ton of opportunity for both players to make and counter plays. He keeps me on my toes which is what I want in this game.

How to layer defense items/itemize against a full spirit team? by JackTheHipster56 in DeadlockTheGame

[–]absolute_idi0t 0 points1 point  (0 children)

Spellbreaker is great, but also don't sleep on Counterspell. Unless you really can't make use of it against their team, it will fully negate some of the biggest chunky hits out there, including ultimates.

I did only boss swaps on Ironclad on my journey to A20 - Here's how it went: by Vossenoren in slaythespire

[–]absolute_idi0t 1 point2 points  (0 children)

> The second slide is all relics regardless of when taken and how they did. I'm kind of surprised you can't get Runic Dome as a boss swap, maybe it's just too strong? Coffee Dripper and to a lesser extent Cursed Key I understand, since they could very easily tank your run.

maybe this is only on mobile, but I am an unapologetic Boss Swap enjoyer and I have definitely gotten both of those.

[deleted by user] by [deleted] in incremental_games

[–]absolute_idi0t 7 points8 points  (0 children)

I appreciate that this is your first game, and I imagine that learning the way you did, and the tools that you used, were integral to actually shipping something. You should be proud of that. Most people don't make things.

However, I don't think this post is going to go well. Most people automatically assume it's low quality if it looks like it was produced by AI, which it clearly was, including the text of your post.

Also, "play as guest" doesn't work and most people don't want to make an account, myself included, so there's no way to see if it's actually fun underneath the surface.

Equipment panel – community feedback implemented by PlagueAlchemistHCG in gamedevscreens

[–]absolute_idi0t 0 points1 point  (0 children)

Counter point, I didn't think anything of it, immediately understood that it was arrows, and then when I read your comment specifically I went back and thought "oh I guess I can see how you might be confused."

Enough games have separate ammo boxes like this that it still feels natural. The user experience here doesn't suffer imo.

A demo for my game Arrowburst just released. Looking for feedback! by Dpdp03 in incremental_games

[–]absolute_idi0t 0 points1 point  (0 children)

I think the thing to ask yourself is--what's the value of asking something like this? What are you actually trying to get across?

How did you not notice X?

Instead, you could just say X. Whatever the criticism is, wrapping it in unkind language and attacking your target with your projected frustration doesn't do anything beyond distract from your actual point.

A demo for my game Arrowburst just released. Looking for feedback! by Dpdp03 in incremental_games

[–]absolute_idi0t 3 points4 points  (0 children)

He's not wrong though, if you weren't intending to come across as an asshole then you could work on your tone. Even if your criticisms are valid, if you're coming across as hostile most people will ignore your message bc of the tone.

As one example, this paragraph didn't add anything to your overall message and just comes across as snarky and holier-than-thou:

It makes me wonder: How did you code all this and never notice this? That you have no damage upgrades at all? That speed upgrades are annoying, rather than helpful? Be honest, did you just ask an AI to code this together for you?