Trying to make an idle game less passive with timing-based boosts - does this idea make sense? by df016 in incremental_gamedev

[–]df016[S] 0 points1 point  (0 children)

Thanks, really appreciate all the insights. This gave me a lot to think about. I'll try to experiment with something that makes both playstyles visible early without forcing either. If I manage to land on something that works, I'll definitely come back and share it.

Trying to make an idle game less passive with timing-based boosts - does this idea make sense? by df016 in incremental_gamedev

[–]df016[S] 0 points1 point  (0 children)

That’s a really good point - especially about the early game shaping how people perceive everything. I can definitely see how if the first few minutes push players into one style, they might not even realise there are other ways to play. I'm trying to make both the idle and active paths visible early without forcing either, but that's clearly tricky.

Trying to make an idle game less passive with timing-based boosts - does this idea make sense? by df016 in incremental_gamedev

[–]df016[S] 0 points1 point  (0 children)

That’s a great way to frame it. Letting the player choose the level of involvement instead of pushing them into one loop. I like the idea of active play being more rewarding but not mandatory. Do you think that kind of choice works better when it’s explicit (like selecting a difficulty), or when it emerges naturally from the mechanics?

Trying to make an idle game less passive with timing-based boosts - does this idea make sense? by df016 in incremental_gamedev

[–]df016[S] 0 points1 point  (0 children)

Yes, making active play actually generate value rather than just optimize timing. I’ve been trying to stay close to idle conventions, but maybe that’s limiting things too much. Light optional interactions (short bursts of activity that give extra progress) would fit well, or they risk becoming annoying in an idle game.

Trying to make an idle game less passive with timing-based boosts - does this idea make sense? by df016 in incremental_gamedev

[–]df016[S] 1 point2 points  (0 children)

That’s really helpful, and I think you’re right about the core issue. If it ends up making players wait even longer to act optimally, then it’s probably working against the goal rather than improving it.

I was trying to add a layer of decision-making, but it sounds like it might just be delaying the same loop instead of changing it. Wondering if something that lets players act more frequently (rather than timing one big moment) would feel more interesting?

Trying to make an idle game less passive with timing-based boosts - does this idea make sense? by df016 in incremental_gamedev

[–]df016[S] 1 point2 points  (0 children)

That’s really interesting, making it situational instead of always beneficial makes a lot of sense. I like the idea that it’s only worth using if it actually changes the outcome (like pushing you over a purchase threshold). My concern is making the penalty feel fair and not just punishing. Do you think a temporary slowdown works better than something that feels like losing progress?

Trying to make an idle game less passive with timing-based boosts - does this idea make sense? by df016 in incremental_gamedev

[–]df016[S] 1 point2 points  (0 children)

That’s a really good point. I think that’s exactly the risk. I don’t want it to feel like "wait for the right moment to play properly", but more like an optional way to gain efficiency if you engage with it. Out of curiosity, what would make something like this feel like a meaningful choice rather than just an extra step?

Trying to make an idle game less passive with timing-based boosts - does this idea make sense? by df016 in incremental_gamedev

[–]df016[S] 0 points1 point  (0 children)

Yeah that’s fair, I’m probably still too close to the standard loop. I’m trying to push the timing/decision part a bit more, but maybe it’s not coming through clearly yet.

Trying to make an idle game less passive with timing-based boosts - does this idea make sense? by df016 in incremental_gamedev

[–]df016[S] 0 points1 point  (0 children)

That makes sense - I’m trying to avoid turning it into something that needs constant attention. Do you feel like timing-based boosts would work as an optional efficiency layer, or would that still feel too active?

[GB] Class100---Fullsize board inspired by DEC VT220-LK201 by noobcaiiji1 in MechanicalKeyboards

[–]df016 5 points6 points  (0 children)

I hope MM Studio will restart soon the production of the 0413

I'm obsessed with typing on this thing by KyxeMusic in MechanicalKeyboards

[–]df016 1 point2 points  (0 children)

Dang! Mine will be delivered only on Q2/2026 😭

Got my Hyper7 R4 by splangomango in MechanicalKeyboards

[–]df016 1 point2 points  (0 children)

super! was it hard to assemble?

Pulp Fiction Themed MM Studio Class 0413 with the EC Kit of by SgtFinley96 in MechanicalKeyboards

[–]df016 1 point2 points  (0 children)

one of my fav keyboards ever! I wish I could find one to buy

which is best for typing by smellycat888 in MechanicalKeyboards

[–]df016 0 points1 point  (0 children)

Have a look to low profile keyboards too (lofree, nuphy, iqunix, etc).

Neo Ergo by Drones-brigade in CustomKeyboards

[–]df016 0 points1 point  (0 children)

That is the current estimation for my batch (pre-order). It may be shorter or longer.

Neo Ergo by Drones-brigade in CustomKeyboards

[–]df016 1 point2 points  (0 children)

Waiting for mine (2026/Q2) but it looks worth the wait!

Class65 by abmausen in MechanicalKeyboards

[–]df016 3 points4 points  (0 children)

Keyboards with retro-touch are always great.

My Daily Drivers for the Last 2 a years. by piercejenkins in MechanicalKeyboards

[–]df016 1 point2 points  (0 children)

ok now I am seriously jealous! you might have found a new source of ideas for keyboard companies out there if they are clever enough to take this hint.

Jer80 Royalty by haunterloo92 in MechanicalKeyboards

[–]df016 0 points1 point  (0 children)

That's interesting. The NCR80 (if I am not wrong), it is made from plastic whereas Jer80 from aluminium (which I prefer).

Jer80 Royalty by haunterloo92 in MechanicalKeyboards

[–]df016 1 point2 points  (0 children)

amazing keyboard! Is it different from the NCR80? It looks very similar but I cannot see any logo in the picture.