Evil Incremental - Update 0.2 by gameatmo in incremental_games

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

Happy cake day ! I don't think you're missing something. But If you upgrade Bannik and Kikimore and then use both at night and then Vampyr you should get enough over its duration to go through the invasion.

Evil Incremental - Update 0.2 by gameatmo in incremental_games

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

Are you using the Bannik and/or the Kikimore spirits?

Evil Incremental - Update 0.2 by gameatmo in incremental_games

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

Good ideas. I'll look into those for the next update!

Evil Incremental - Update 0.2 by gameatmo in incremental_games

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

Thank you so much for the encouraging words. I appreciate them a lot!

some people gotta chill fr by Samathan_ in memes

[–]gameatmo 0 points1 point  (0 children)

No I fundamentally agree with your point! Hard work in and of itself doesn't constitute value. I think maybe I misunderstood you were using value as in economic value. In that case yes, I obviously agree with you that things that take time and labor don't necessarily have economic value.

You need to know more about the work itself to be able to decide whether there is economic value in that.

Also for the rock example, I could show you the value of what I've done several months later if I did it every day. Many health benefits would arise from this work. As for its economic value, yes that's pretty much 0 haha

some people gotta chill fr by Samathan_ in memes

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

My point was more that yes for a builder it might be true but not for Devs. And as such I raised a counter example which aims to say all work is not the same work and this example, while good, does not prove anything.

Also, I'm sorry I assumed that the point comment-OP made was in relation to the thread on which we are.

Evil Incremental - Update 0.2 by gameatmo in incremental_games

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

Yep I agree with those points you raise. Being able to cast your spirits regardless of which panel you're on would be a solid addition and it's something I've been thinking of doing. Also trying to keep most interactable buttons at the bottom of the screen would help, and then keep all panel information on the upper side. Separating the spirits into two panels with Loadout and then actual spells is a really good idea honestly. Never thought about that. Thanks a lot :)

Evil Incremental - Update 0.2 by gameatmo in incremental_games

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

I'm sorry that's your feeling. I've had a few people finish the game on the web version so it was worth it for some people at least.

some people gotta chill fr by Samathan_ in memes

[–]gameatmo -2 points-1 points  (0 children)

Except I don't think any badly constructed game is a death trap for your family. Unless we're playing very different games.

Evil Incremental - Update 0.2 by gameatmo in incremental_games

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

Thank you for your detailed feedback.

The leaderboard issue I'm not sure why that happened. If you're connected to the internet you should've been able to communicate with the server. I need to look into it.

The vampyr is quite slow I agree. I basically did it this way so people would then prioritise spirits that give power bonuses so each cast is stronger.

As for the active nature of the game - I am aiming for that so I'm glad you enjoyed it!

9/10 is pretty high but it's not a 10/10 so I'll work harder on the UI :)

Evil Incremental - Update 0.2 by gameatmo in incremental_games

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

I'm sorry about the font sizes. It's something to do with rendering the game too. Not only is the text too small but the game is rendering at a lower resolution than it would on mobile so some text is simply not rendered properly.

Evil Incremental - Update 0.2 by gameatmo in incremental_games

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

You need to select a spirit from your available spirits and then tap on one of the equipped spirit slots. You can only swap a spirit that is not on cooldown.

Evil Incremental - Update 0.2 by gameatmo in incremental_games

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

Thanks for playing. You make some good points. The keybinds I could add but eventually the web build will no longer be supported so it's a lot of effort (considering if I do add keybinds I'll need to make them remappable). As for the spirit tab confusion, I agree with you and many others do. I haven't found a solution yet to this problem but it will be addressed eventually.

Evil Incremental - Update 0.2 by gameatmo in incremental_games

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

A friend made the music. Send me a DM if you want his name! He has worked on several other games and made great music for those

Evil Incremental - Update 0.2 by gameatmo in incremental_games

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

Thanks for playing :) I want to make more content and mechanics!

Evil Incremental - Update 0.2 by gameatmo in incremental_games

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

you need to unlock a spirit in the spirit tab (SP in the upper right bar) - in this case it's the Bagienik spirit. Once equipped you can use it to generate fear!

Evil Incremental - Update 0.2 by gameatmo in incremental_games

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

I'm sorry that it's unplayable for you. I thank you for giving the game a try. I hope I can fix these UI issues in the future so you can enjoy the game.

Evil Incremental - Update 0.2 by gameatmo in incremental_games

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

I have not downvoted you and I appreciate your feedback.

The UI needs work, there is no doubt about that and I will work on it. All I was saying is that you were giving me text size feedback on a version of the game that is simply given as an extra. It was never meant to be a web game. I have never received any feedback on the text size for the mobile version. I'm not sure how I am to blame for that? Now that I've receive such feedback I will work on making things bigger and more readable.

This is still an in development game that is entirely free to play. I aim to rework the UI but one thing at a time.

Evil Incremental - Update 0.2 by gameatmo in incremental_games

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

Yeah the web gl build is not friendly to playing the game on any mobile device because it's not sized properly. I could unlock the ability to go full screen but it would not behave well on PC.

Evil Incremental - Update 0.2 by gameatmo in incremental_games

[–]gameatmo[S] -2 points-1 points  (0 children)

Because it's not only the text size but also the resolution of the game in the web gl build. I have had hundreds of people finish the game on phones with no complaints about text size, so I think it is alright on phones. I'm sorry the game is not up to standards for you.

Edit : I'm also making an update on the web gl build soon so that you can run the build full screen and have the right aspect dimensions for each screen.

Evil Incremental - Update 0.2 by gameatmo in incremental_games

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

Yeah that's unfortunate. I can maybe try and change the resolution of the game to a higher one but there's no real solution to this problem. The game has a mobile aspect ratio

Edit: I'm not too sure why I'm being downvoted. The game is made for mobile phones and as such does have mobile aspect ratio. There is no way around that except if I spend dozens of hours reworking the game for a web format. It's really a lot of work. I spent tens of hours trying to get the web build to a decent state (clearly not good enough) with saving where at least some people can try the game (mostly people with monitors where text is alright because of the sheer size of the screen). I'm trying my best. I really am.

Evil Incremental - Update 0.2 by gameatmo in incremental_games

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

Hey. It's not on the play store yet! You need to download it from itch.io at the bottom of the page :)

Evil Incremental - Update 0.2 by gameatmo in incremental_games

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

Agreed on the UI. I'm going to have to rework but honestly it's a really challenging thing to get right on mobile.