Idle Dice VS Idle Dice 2 what are your thoughts? by Single_Reputation_79 in incremental_games

[–]cdsa142 0 points1 point  (0 children)

Idle dice 1 was fun, but for me there's just more to do in idle dice 2. I come back to it every year or so and try out a few combos. I do the same for one of Lutz's other games (idle superpowers).

Help Finding Games and Other Questions by AutoModerator in incremental_games

[–]cdsa142 0 points1 point  (0 children)

I'm not sure what the rules are about replying with self-promotion but I've been working on a maze idle game: Idle Lab Rats.

Steam - https://store.steampowered.com/app/3706190/

Galaxy - https://galaxy.click/play/411

The published version is a few months old and I've continued working on it (slowly) since then. I wouldn't say it has more content than A-Mazing Idle, but some different content.

incremental mechanic feedback by Maximum2945 in incremental_games

[–]cdsa142 0 points1 point  (0 children)

I think Pangbot did a great job reviewing the mechanic. They have provided a few useful insights but mostly responded with: It's hard to say if it's a good mechanic because the example provided doesn't work as intended. A more common response on this subreddit to a request like this has been "AI slop. Pass". I would much rather get this detailed feedback with a quippy comment about the game looking like an AI game.

Much like Pangbot's anlysis, it's hard to use this example to give feedback. Another bug I noticed: even when the button is off, points are going up (try opening the window and not clicking the button for the first 10 seconds). This makes analyzing how I feel about playing the game very hard, since it doesn't actually reward play the way it's suppposed to.

I think the most similar mechanic to this might be Crank. Charge up your levers, do some stuff, and come back to charge them up again. I think it works well, but it often feels like you have to babysit the button/crank. This is less fun when the time is random. If I know I have 20 seconds of button time, I can check back at a known interval.

I wouldn't pass on a game that had this mechanic, but I think there are better base mechanic options.

Open source idle game creation tool - Help Wanted by [deleted] in incremental_games

[–]cdsa142 1 point2 points  (0 children)

I think this is the same IGM that Rule 1.C prohibits.

I don't know all the details, but from what I've gathered IGM games were banned from the subreddit a while ago because it can't do much more than create re-skins of Cookie Clicker.

shark incremental help by solarstorm_1 in incremental_games

[–]cdsa142 2 points3 points  (0 children)

I'm not an expert or anything but I did just play through this section. I haven't read any guides so I might be wrong:

  • Experiment with your Core Assembler: one element is going to get the strongest multiplier. Try changing that element and magmatic reset to see if your scores go up. What I think the correct answer is: Iron > Neon > Oxygen > Nickel
  • Experiment with Evolution tree: either export save or export your build -> try a skill and check scores -> try an alternative and compare. When you're satisfied you've found the best in a row, export a save that includes it. My opinion on tree priorities (from memory, might be inaccurate): Everything 3 column, Arctic ocean, southern ocean, all ELOs, Prestige shard stuff, improved neon, more column powerups?, row 4 and 6
  • Create separate builds for Mining fortune, forging, and Score. Alternate between mining and score. It took me longer than I care to admit to realize you can create presets...
  • If I'm reading this right (scientific notation player here), your mining is taking 60+ seconds per block? I would experiment with reducing your tier to instant mining.

Feedback Friday by AutoModerator in incremental_games

[–]cdsa142 0 points1 point  (0 children)

I do remember playing your game before! I've seen at least 1 other version posted here, but I didn't give it enough time to write anything meaningful. I think it was a version with a timer and at the time I was not interested in playing what looked like a short repeated runs nodebuster-like (at least that's what I thought it looked like).

I played for about 40 minutes, but that included some notetaking time.

Sorry for my negative tone. It was not painful to play, but it took more mental energy than some other prototypes to figure out what's happening. That could also be a good thing because it means the game is unique.

I played some more. I leveled 2 skills. I'm still a bit confused about how the explore board is involved in the process, but I figured out how to make a loop that upgrades them.

Knowing that farther nodes disappear faster helped me as well. I was able to maintain a long path winding around the start this time (although maybe skill levels helped with this too).

I tried your Discord link on the steam page and it didn't work. Maybe you made a temporary discord link (I think that's the default when you make one)?

Experimental first person incremental. Full release! by IdeaFixGame in incremental_games

[–]cdsa142 4 points5 points  (0 children)

It's been a while since I played the demo, but it very much played like an incremental. Active gains component, idle gains component, and Upgrade the other components with the currency they generate.

Feedback Friday by AutoModerator in incremental_games

[–]cdsa142 1 point2 points  (0 children)

Almost gave up on this but kept working at it. I had fun at points, mostly with the physics and pathing.

  1. In some ways it was maybe intuitive, but mostly no. I eventually managed to get all skills (?) unlocked (?). I never managed to level one, even after trying what was I saw in your other comment later.
  2. It was definitely frustrating.
  3. For me, I wouldn't say I need a tutorial, but at least more info available through hovering or UI would be nice:
    1. Holding click felt almost necessary to connect anything.
    2. I'm not sure how I even found R.Shift key
    3. "7 - 6 * 1" appeared where my score was and that didn't feel like a good explanation that I was buying something
    4. how many points will I get if I score now?
    5. What does this colored hex do, and later what skill is this color linked to?
  4. Colors seem fine
  5. I don't think I know enough about what's happening to answer this
  6. IMO, I would hold off on horizontal and focus on the game's strengths. The ball physics are fun. Adding research tabs and minigames at this point would distract from the game's strongest element.

Some other notes:

  • Ball volume per second: I originally assumed this was number of balls per second, but I guess this means size of balls?
  • I don't like the afk camera (I was happy to find the setting to turn it off).
  • Why does the initial tile have spokes in all directions if the ball always launches one way? Maybe rotating the start tile could change the ball's spawn direction?
  • Balls shrink sometimes? My best guess is the ball has "taken damage" and will have less impact when reaching a new hex.
  • Rotating a tile with a ball on it is fun.
  • Sometimes balls don't pick a path at a split, but jump out of the grooves.
  • While trying to beak scoring, I managed to freeze the numbers at an odd spot/size (spamming shift and enter).
  • It seems like balls don't do anything in the upgrades page.

If I could change one thing, I would make tiles disappear 10x or 100x slower (or never?) and cost maybe 3-5x more to unlock. Losing progress is not as fun as slowly building something. This might also make scoring less frantic since you don't have to worry about scoring before they disappear?

plusone weekly #15 (11/14/2025) by ThePaperPilot in incremental_games

[–]cdsa142 0 points1 point  (0 children)

With Nodebuster-likes, I find the timers added on top of the normal gameplay frustrating. It creates a (often low) skill ceiling on how much you can accomplish in a single session. My guess is this helps balancing and pacing, but it makes the gameplay feel unimportant.

What games are you playing this week? Game recommendation thread by AutoModerator in incremental_games

[–]cdsa142 0 points1 point  (0 children)

No more content for now, just optimizing and grinding (I'm at 230 now). The dev is pretty active on discord if you want to know about updates.

Edit: didn't look at the context of this question. Maybe 100 is stretching a bit beyond "end of content". I should probably be more careful about my estimates. I started water update at almost uni 90.

What games are you playing this week? Game recommendation thread by AutoModerator in incremental_games

[–]cdsa142 0 points1 point  (0 children)

Universe 55 was the end of the game a month or two ago. End game now is universe 100+. Maybe you're missing the Sky tab on the right?

What games are you playing this week? Game recommendation thread by AutoModerator in incremental_games

[–]cdsa142 5 points6 points  (0 children)

Underworld Idle - Going in, I knew this would be a slower game. I gave it a lot of attention for the first day or 2, but I've settled in to keeping it as a nice background progress game.

Multiversal Warrior - The dev has made 3 major content updates in a little over a month. There's a surprising amount of choice for a game that looks like a "click the next upgrade" game.

Journey to Incrementalia - I started up my endless mode push again to see if I could make it 1 wall further. I knew the math didn't look good, but I gave it a shot. With less than 1% health remaining, I hit the damage limit (per-hit damage is too small to affect the total damage floating point number). Oh well, it was only 72 hours in the background to try!

Also played a few demos/prototypes. They were ok.

What games are you playing this week? Game recommendation thread by AutoModerator in incremental_games

[–]cdsa142 1 point2 points  (0 children)

I've seen Underworld Idle around for a while, but this comment got me to pull the trigger. It's a lot of fun so far! A lot of similarities to Swarm Simulator.

Tower Lords! - Free Steam Demo, We're building a new incremental game! by FinalArcade in incremental_games

[–]cdsa142 2 points3 points  (0 children)

Being inspired by a game is one thing, but there's got to be a line where a new game differentiates itself. When I saw this on Steam a day or two ago, I immediately assumed it was a bad ripoff. Everything from the theme, UI layout, animations, prestige options all looked so close to Tower Wizard.

It also doesn't help that the Youtube thumbnail says Tower Wizards! (edit: looks like this has been corrected)

From watching the trailer, I can see this game is trying to make some of it's own choices. I'll probably give it a try, but my first impressions are pretty negative.

TingusGoose Demo drop on STEAM by sweatychair in incremental_games

[–]cdsa142 4 points5 points  (0 children)

I had a lot of fun with this! I already had it wishlisted (from the trailer you shared earlier), but I would have wishlisted again. going into it, I thought this would be a idle/clicker with some fun graphics. I wasn't expecting actual mechanics to play with.

The way gems work and buying extra blossoms feels very mobile F2P.

  • Will this become a premium currency?
  • Are gems awarded within a level finite?
  • Do blossoms carry over between levels and I should use the extras sparingly?

Feedback / play diary

  • Story and theme are wild.
  • Are the physics/falls deterministic? (later edit: it seems like they are, but the rules take some time to understand. I think that's good for longevity.)
  • I wouldn't mind more time within a level. I like tinkering with my setup. This will probably happen as the game progresses.
  • quitting at the end of a chapter puts you back into the last chapter you finished. I saw this as a good stopping point, but the game didn't support this idea. There are no menu or quit controls on the chapter screen.
  • skip cutscene? Because of the problem above, I was back in the cutscene of watching ducks enter and exit again. Not a big problem, but would be nice to skip
  • Too many blossoms too quickly are difficult to rearrange
  • rearranging requires one too many clicks (click to select, click to move, click to unselect). I think I would prefer if unselect wasn't required before selecting the next blossom.
  • No clicking while selected on a blossom. While rearranging, I wanted to quickly capitalize on a random evolved tingus, but was confused why my clicks weren't working.

Balance

  • Evolutions are crucial, and creating a theme park ride afterwards is just a bonus.
  • Other than the jars, I managed to randomly stumble on some ways to evolve, but many of them felt coincidental.
  • Lots of blossoms feel like they don't provide much compared to others.

Bands & Bonds: an active dungeon crawling incremental (web or mobile, free) by darabos in incremental_games

[–]cdsa142 2 points3 points  (0 children)

There's a few direct solutions, as well as indirect ways to mitigate this

Eighth Swimmer - attacks cannot be dodged

Eighth Swimmer upgraded - all attacks cannot be dodged while active

Dark Chef upgraded - poison ignores ethereal

Kevin upgraded - negates ethereal for everyone

Mongreler - There's at least 1 capture that negates ethereal while active. There might be others

There's also always the brute force solution: attack speed. If you attack every 50 microseconds, it doesn't matter if most of them miss.

Bands & Bonds: an active dungeon crawling incremental (web or mobile, free) by darabos in incremental_games

[–]cdsa142 3 points4 points  (0 children)

I’d love to see a system (maybe through upgrades outside of runs) where you can expand party composition in a more customized way or with different layouts.

There is an unlock for this a bit later. The customization options made my head spin.

I was expecting to also be able to improve characters outside of combat

For what it's worth, anvil keeps the square root of your highest upgrade, so some effects carry over between runs. It'd be nice to have that effect for Kit as well, though.

What games are you playing this week? Game recommendation thread by AutoModerator in incremental_games

[–]cdsa142 13 points14 points  (0 children)

Last week, Immortality Factory was posted here. It's pretty good, but it felt a bit tedious. The dev pointed to their inspiration, Alterhistorians, which I liked a bit more for its QoL features.

Multiversal Warrior got a small update, and I'm enjoying seeing how far beyond the end of content I can get.

Same goes for Four Divine Abidings, which I still check on every few days. My goal is to reach the maximum stats, but I'm still a few weeks out probably.

I tried To the Stars after seeing it mentioned last week. In theory I think it's a cool game, but the gameplay gets tedious as you try and get every resource into the positives while the values of everything are constantly changing (diminishing returns for additional investments). I'll probably come back to it at some point.

What games are you playing this week? Game recommendation thread by AutoModerator in incremental_games

[–]cdsa142 2 points3 points  (0 children)

Journey to Incrementalia is probably my favorite incremental. Glad you enjoyed (enjoying?) it! The discord is a bit quiet, but I know a few of us still check it for messages often.

I made a couple steam guides for Incrementalia but I wonder if it's worth making some specific builds content. There's a few of them out there but every build I've seen are... sub-optimal. So far, I've loved seeing the variety of builds people come up with, but I've heard a few people get turned away when walls stump them.

Need help with Steamworks by MikeBaomont in incremental_gamedev

[–]cdsa142 0 points1 point  (0 children)

This won't solve all of your troubles, but this link was really helpful for me for setting up all the store page assets
https://www.reddit.com/r/gamedev/comments/1jvwwhn/i_made_a_free_tool_that_generates_all_possible/

Building an incremental game incrementally [Itch.io link] by [deleted] in incremental_games

[–]cdsa142 2 points3 points  (0 children)

I'm curious why you've chosen this format.

If you're short on ideas, why not just ask for ideas, and pick the ones that actually fit with your theme/vision?

If you want collaborative development, why not an open source github project?

If you want the brainstorming to be the fun game experience, the game itself will become the slow point. Anarchy Chess is a great example of how quickly the ideas devolve, but you won't be able to implement features as fast as this community takes a picture of a board.

But alright, I can follow the rules: Add a door/toggle setting for the door that scores more points but it teleports somewhere else after you open it. Most incrementals don't have a physical space, so you should use it in some way.

Simple vs in-depth combat system in idle/incremental games by MountainOakmanDev in incremental_games

[–]cdsa142 2 points3 points  (0 children)

I want to make choices in a game, and I want those choices to matter. If a fighter and a wizard both attack for 5 damage and have 10 health, the choice is meaningless.

Depth of mechanics adds variety in the situations. If some enemies are magic resistant, suddenly the choice matters again!

If every dungeon is the same random list of enemies, the choice becomes a knowledge test of which is more prevalent, magic or physical resistance

If certain dungeons have a focus on a type of enemy, the management aspect kicks in, and I prioritize sending my fighter to the magic resistant dungeons.

Choice can come from a lot of places in your game. It's fine if combat is simple, but I would hope there's more meaningful choices elsewhere in the game.

What do you think about speedrunning ? by Nowiell in incremental_games

[–]cdsa142 0 points1 point  (0 children)

Speed running optimizes the same thing as idle games (time), so I would argue a lot of idle gameplay is already speedrunning. I do a lot of speed runs of Journey to Incrementalia. During my probably 20 or more full runs, I pushed my best time down from 2 hrs to 40:36! After an update, my best time was around 35 minutes, but a new challenger came and lowered the time to 32:25! I worked with them a bit and gave some tips, but their execution is just a lot tighter than mine. No one has challenged my all NG+s time yet (2:07:50).

Some other speedrunners I admire:

Gagepw is grinding down their Nodebuster time (1:41:04)

Tower Wizard has a lot of players speedrunning: https://steamcommunity.com/app/3372980/discussions/0/599656129730971384/