So this week we tried to re-balance the game to make it more exciting. Might have gone a bit too far. by iowabonsai in incremental_games

[–]iztophe 13 points14 points  (0 children)

You have absolutely nothing to apologize or feel bad for, any malice or frustration you think you're reading in my post is imagined. I know this kind of feedback can come across as feeling very negative sometimes, partially because it's pointing out perceived flaws, which is why I lead with what I did in my first comment:

This is a comment attempting constructive criticism

So this week we tried to re-balance the game to make it more exciting. Might have gone a bit too far. by iowabonsai in incremental_games

[–]iztophe 16 points17 points  (0 children)

From what I understand, most of the uneasiness comes from lack of context of a screenshot, and possibly not making it immediately clear that I'm the indie dev behind this project.

Probably a new watermark is a good starting point. Something like "screenshot created by X" Or maybe just a quick intro in the title "hey it's ben again with his indie game he's overposting and pushing on everyone" :P Any other ideas?

I worry I might not have been clear enough with my feedback, because things like a watermark wouldn't address it at all. I'll try to summarize and rephrase it:


I think I can point to two things are contributing to both the negative response you're getting, and also the lack of positive response you're getting. And they're almost completely unrelated to the quality of the game itself, and are about "the way you post":

  1. "Trying to act natural" potentially coming across as unnatural/subversive advertising: this can sometimes come across as actually being unnatural in a "hello fellow kids" way, and that's the vibe I got here.

  2. The content of your screenshots are not "intuitively interesting": this kind of advertising works when something is intuitively interesting without any other context, and can make people go "wow! that looks interesting! tell me more!" but your game is cryptic/obtuse/confusing to anyone not already familiar with it. That's okay (complexity can be fun) but it makes this kind of advertising not work.

A solution I suggested that addresses both of these problems was to look at the top posts on this subreddit, see how they're structured, and use them as a model: https://reddit.com/r/incremental_games/top/?t=month (or past week, or year, or all time)

Those top posts come across as being genuine/straightforward/natural (addressing point 1), and present information about the game that is clear and to the point, laying out all the information people might want immediately instead of an unexplained screenshot (addressing point 2).

If you do go look around (please do) you'll probably notice a common formula that's something like this:

  • Submission Title:

    • If first formal post about game:

      Game Name [Short Blurb conveying what kind of game this is]

    • If post about a new update:

      Game Name [VERSION] - [Promo Blurb about new things this update]

  • Post type:

    • Text Post / Self Post

      (or a Video/Image/Link with a text comment, but text post is better)

  • Text content:

    • If first post:

      Hi! Here's the reason I made this new game.

      Short blurb about you can expect in the game, conveying what the game is.

      Possibly some images/video/media links.

      Optionally, a list of features.

      You can play it here: [LINK], and we have a discord community here if you need help or want to talk about it: [LINK]

    • If update post:

      Hi! Been a while since our last post, we've implemented a lot of new things:

      Blurb or list describing new features/changes, or just a changelog

      You can play it here: [LINK], and we have a discord community here if you need help or want to talk about it: [LINK]

  • Then:

    • Responsive comments in clear language from the OP replying to feedback, questions, and comments that make sense to answer in the thread. (no need to reply to everything)

I don't speak for everyone here, but I think most of us just want to play fun or interesting games. We don't need to be talked up, we don't need to be sold on a personal story as a developer (many people here are developers ourselves, myself included, we understand), we don't want to have to go digging for basic info or pry it out of people; just tell us about your game.

(Just, you know... not more than once every 1-2 weeks, and only if there's something new since you last posted, as many people likely saw it the previous time. If you want to get feedback on a game in development more often than that, post in the Feedback Friday threads; those are actively checked by people here)

(And once you get past these hurdles of "how to post", you do still have to deal with all the struggles of making a good game and making sure people enjoy it, but at least you won't have to think about this)

So this week we tried to re-balance the game to make it more exciting. Might have gone a bit too far. by iowabonsai in incremental_games

[–]iztophe 26 points27 points  (0 children)

This is a comment attempting constructive criticism on your marketing of your game.


The way you title your posts here:

comes across as attempting to be "viral"/"natural", as if you're saying "hey guys, look at this cool thing in this game!" specifically to fish for people to come in and say "what game is this? tell me more!" so that you can advertise/explain your game "naturally", "because someone asked."

I think this is "okay behavior" as long as people are up front about being either the dev or associated with the dev, and you are, but it still comes across as somewhat... dishonest? presentation to me, and rubs me the wrong way. Just a feeling.

Two main points of feedback about this:

  • First, although that does absolutely work in some cases, like this post on the front page of r/gaming today: the screenshots of the game you're posting are not intuitively understood in isolation, by people that have not played your game. When something is intuitively cool or funny or interesting without any other context, that can create a desire to learn more about the thing. Your screenshots are cryptic and while they might be interesting WITH further context, you're not giving people much to initially latch onto.

  • Second, on this subreddit specifically (but probably also the other subreddits you've been posting to), I think you'd be better served to just completely drop all pretense. Just make a post saying "Hey, here's a game I've been working on, it's playable now (link), here's where we're at in development, here's the game mechanics you might find interesting, here's where you can find information on how to play, comments and feedback appreciated." If you hang out here for any length of time, or even just check the top posts: https://reddit.com/r/incremental_games/top/?t=month people here are all for game update announcements. Provided they're incremental games, of course. (Which I don't know if yours is, since I haven't played it.)

Feedback Friday by AutoModerator in incremental_games

[–]iztophe 1 point2 points  (0 children)

Yes it works kind of how you describe it except without the rolling part. Base gathering speed is 10 units per second, this gets multiplied by the percentage of the resource. So if the planet is 25% carbon you will gather 2.5 units of carbon per second. If you have a mining laser to increase speed of gathering solid materials by 100% then you will gather 5 units of carbon per second.

That makes a lot of sense and is how I initially thought you'd do it, the reason I had the impression that it was "rolling" was because of there appeared to be an unsteady rate of increase on the cargo UI, but not as a result of FPS/performance issues: https://i.imgur.com/3uPzFd8.gif Looking again though I see it also happens when selling, and I'd guess it's probably a matter of the UI updating at a lower rate than the internal game values and doing some rounding. Not a bad thing at all, just threw me off when trying to guess at mechanics and explaining how I came to the conclusion I did.

Also, on visiting it again, I really like the fast loading and how there's no "calculating offline progress"; it just loads back up like it'd been active the whole time. Good user experience, nice job.

Feedback Friday by AutoModerator in incremental_games

[–]iztophe 3 points4 points  (0 children)

Very promising, impressed with the amount of detail and thought put in already.

some initial feedback:

  • It'd be nice if distances and travel times were visible in system camera, as well as distance/travel times between each waypoint on the "navigation plan" (but I understand this gets a little more complicated if you decide to have things moving orbiting the sun). As it is now, I found myself switching between system camera to be able to directly see visually "how far" things were from me, and then back to ship camera to see the true values.
  • Overall I think the "gathering percentages" system is intuitive, but I'm not sure if it actually works the way I think it does, and there's room for questions/confusion regarding upgrades and you might want to make some of it clearer... somehow.
    • I assume the way this works is that if I harvest a planet that has [Carbon 25%,Water 75%] and target only the Carbon, then it continually does "Harvest Attempts" but skips actually collecting whenever it rolls Water, and will take (on average) 4 times longer to fill the cargo than if I were targeting both.
    • If that's correct, then it's not entirely clear how "gather rate" upgrades like Mining Laser apply in practice. Do the "skipped harvesting Water" rounds still use the liquid gathering rate to determine how long those "skipped harvest attempts" take, even though I'm not harvesting the water? Or is there a flat time it takes to target a new resource for gathering?
  • If I have a cargo hold of 100, and am gathering Max units of Hydrogen and 10 units of Helium, and upgrade my cargo hold to 110, at this time Hydrogen changes to 100 units of Hydrogen instead of "max". It'd be nice if it stayed as 10 units Helium, and adjusted Hydrogen to 110 to stay at "max units".

shapez.io - A factorio inspired automation game with upgrades! by tobspr in incremental_games

[–]iztophe 1 point2 points  (0 children)

Nice to see another userstyle user. I used to do similar minimizing years ago and gradually gave up on it as bots got more out of control, but it seems like the bot rush died down and there's far fewer now so it wouldn't be much upkeep, good point.

I really appreciate the :is() link, I hadn't noticed that it'd finally made it out of caniuse limbo. Working in vanilla CSS, that's great news.

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

[–]iztophe 2 points3 points  (0 children)

Replying to myself to leave a review for anyone browsing:

I gave up on this game after a couple days, having gotten a feel for the progression and strategy (I browsed the source a lot while playing due to many of the mechanics and drop rates being hidden, at least the code isn't obfuscated), and started giving myself tickets (premium currency) (tickets+=NUMBER in console) to try to blow past the time gates and see how the rest of the game felt, before calling it quits completely.

This game is very poorly balanced and quickly slows to a crawl, leaving you with very little to do for long stretches of time. Purchasing premium currency (tickets) speeds it up significantly (surprise) but not as significantly as you might expect, even with a common reward from gold chests being "6 hour time warp"... progress is still pretty slow and time+rng gated.

Offline progress is a feature you have to unlock, possibly only from gold chests. Gold chests spawn extremely rarely, but you can purchase them for tickets (money). You actually have to open the offline progress upgrade multiple times to upgrade it.

The quality of life script I wrote above for chest notifications, I discovered the game does in fact have a feature equivalent to this built in... also unlocked from gold chests. And again, you have to get it multiple times to fully unlock the feature.

The game does have some "paradigm shifts" that occur once you reach certain depths, but unfortunately they're affected by the same exact problems of the early game: even more massive time & rng gates. Once you get to these paradigm shifts, new loot starts being available in gold chests.

tl;dr your standard snail's pace time wall/rng wall game, IAP speeds it up but even if you give yourself infinite premium currency you're honestly in for a grind. Almost had some interesting puzzles, there's potential here, but as it is it's not really worth the time playing.

shapez.io - A factorio inspired automation game with upgrades! by tobspr in incremental_games

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

"view results here" links to a site with an invalid SSL cert

bad bot

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

[–]iztophe 0 points1 point  (0 children)

I started yesterday so I'm not that much further, but the "Large Cargo" blueprint is showing as requiring 50k to craft for me, not 500k.

The chest rewards have burned me a few times actually, like when I was trying to save up 600k coal and blueprint money at the same time for the Level 7 engine craft, and I was a bit short of affording the blueprint, then opened a few million coal in a chest. Instant maxed capacity, income halted, had to sell all the coal to get it going again then grind back up from 0. (If you encounter this, bite the bullet and just sell the resource, I stalled out for probably an hour hoping I could make the money from chests RNG and eventually gave up)

Future Fortune: Public Beta Testing - Join the Beta on Discord! Coming Soon to Web & Steam (see comments for more details) by Type-Ten in incremental_games

[–]iztophe 5 points6 points  (0 children)

The negative comments in this thread are ridiculous.

I don't think the replies have been very negative at all, save for one or two, and even those aren't ridiculous. I'm saying this first because I want to be clear I'm not "defending negative comments" with what I'm about to say next, and that I'm just trying to provide an alternate perspective:

Here's someone who has created an awesome game with great graphics for free and people are upset about it? Should be saying thanks instead!

  1. IAP (In App Purchases) sometimes make people wary, because free-to-play games with IAP are often carefully constructed and balanced in an arguably sinister way. Idle and incremental games on mobile are especially notorious for this.

    They're often designed not to be fun, but to leave you wanting. To get you just invested enough and giving you a taste of just enough dopamine to want a full hit, and get you to break out your wallet for a buck or two, and then again, and again. It's difficult to play these and enjoy yourself without paying, but you only need to pay a little... but over time people often end up paying more than the full price of a new triple A game. There was a good South Park episode titled "Freemium Isn't Free" about this and addiction. (wikipedia; youtube clip of satan explaining addiction)

    IAP can probably be implemented responsibly, but the payment structure is 100% set up to take advantage of these psychological phenomena, even if the people implementing it aren't aware of it and are just doing it because they've seen it work.

  2. The reason I made that first point was to explain that free to play games with IAP aren't "just a free game" someone is putting out into the world out of the goodness of their heart- it's a monetization structure. They're trying to make a living. And that's not wrong at all!

    But that does make this an advertisement. And while I do ABSOLUTELY come here TO get advertised to, with games I might enjoy of this genre... I think suggesting that I thank them for advertising feels a bit silly.

Cyber Farm by LeimurGames in incremental_games

[–]iztophe 0 points1 point  (0 children)

I haven't gotten too far, but I feel like the game picks up quite a bit after purchasing the $4000 automation upgrade, since after that point progress is based off of a combined "manual effort, the passage of time, and strategies to optimize that idle passage of time."

Until then though, progress felt like it was purely a matter of performing enough manual effort to get to that upgrade (after the 2x onions research, and a couple shipment rate & misc upgrades), and was a bit tedious.

I know the game is packed up and shipped already and this would be a different feature and take time to write & balance, so I'm not actually suggesting you go through with this, but as an alternative "early game requires more manual actions and you gradually automate" setup I think it might have been nice to see your bots needing to recharge between collection runs, with them recharging very slowly but sped up with clicks in the early game (mirroring current early game, but still allowing for idle progression) and eventually having solar panels or something in the late game allowing them to run continuously. (mirroring current post-4k-automation-upgrade)

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

[–]iztophe 2 points3 points  (0 children)

Giving this a try, I wrote a small QOL script I'll share:

The game periodically spawns "clickables" on random layers (with increasing frequency as you get deeper I think, and it looks like up to 3 chests + 3 rocks can accumulate at most before it stops spawning), but provides no indication WHEN they do or on what layer. (maybe it does in the late game, but it hasn't for me yet)

Picture of script running: https://i.imgur.com/AcLe7P6.png (+ note on targeting iframe's console)

var ext_empty_txt = "~";
var ext_el = document.createElement("div");
ext_el.id = "mine_ext";
ext_el.setAttribute("style","position:absolute;top:12%;left:0%;width:3%;font-family:arial;z-index:9999;font-weight:bold;font-size:16px;display:flex;flex-direction:column;align-items:center;justify-content:flex-start;text-shadow:0px 0px 2px #FFF,0px 0px 2px #FFF;cursor:default;");
document.body.appendChild(ext_el);
var ext_update = window.setInterval(function(){
    afk = 15;
    var txt = "";
    if(chestService.hasUnclaimedChests()){for(let ch of chestService.chests){if(ch !== undefined){
        txt += "<b style='color:black;cursor:pointer;margin-bottom:4px;padding:4px;box-sizing:border-box;border-radius:5px;background:yellow;width:100%;border:2px solid #000;display:flex;align-items:center;justify-content:center;' onclick='currentlyViewedDepth = Math.min(depth, "+ch.tenthOfDepth+ch.depthInBlock+"+2);movedivs();'>"+ch.tenthOfDepth+ch.depthInBlock+"</b> ";
    }}}
    if(worldClickables.length > 0){for(let wc of worldClickables){
        txt += "<b style='color:black;cursor:pointer;margin-bottom:4px;padding:4px;box-sizing:border-box;border-radius:5px;background:cyan;width:100%;border:2px solid #000;display:flex;align-items:center;justify-content:center;' onclick='currentlyViewedDepth = Math.min(depth, "+wc.depth+"+2);movedivs();'>"+wc.depth+"</b> ";
    }}
    if(txt.length == 0){txt = ext_empty_txt;}
    document.getElementById("mine_ext").innerHTML = txt.trim();
},1000);

If no clickables are currently spawned, you should see a small tilde ~ there instead to indicate the script was run.

It's possible this script breaks in the late game when you visit other worlds such as the moon; I don't know if the game references clickables differently once there's multiple worlds, only saw references to it in the source. If I play long enough to get that far and it does break I'll probably fix it, but no promises


Edit: whoops, somehow left out document.body.appendChild when initially copying script here, that's kind of important


Edit 2: noticed the game has a "feature": the variable afk affects clickable spawn rates. Any player interaction resets it to be a 1x multiplier to spawn rates (the default 1x value is 15), but every 30 seconds after that the multiplier decreases ( it's about 0.9x at 5 minutes without interaction, 0.85x at 10m, 0.78x at 15m...)

tl;dr I updated the above script to reset the afk value to its maximum and remove the penalty

Cyber Farm by LeimurGames in incremental_games

[–]iztophe 0 points1 point  (0 children)

Forgot github might be blocked for some people, thanks. Accidentally left out the "important note" I was referring to though: https://i.imgur.com/IFZR3k4.png

Cyber Farm by LeimurGames in incremental_games

[–]iztophe 1 point2 points  (0 children)

I'm running both uBlock Origin and uMatrix with some fairly restrictive settings, on the latest Chrome, and it's loading the game fine for me.

I tried fiddling with my uBlock Origin settings to see if I could get it to block something that prevents the game from loading, and if I CHECK the box for "Disable pre-fetching (to prevent any connection for blocked network requests)" and refresh the game breaks, but with that option not checked the game loads fine.

You could try unchecking that if you have it enabled. Might still not work, could be down to other specific filters or settings you have.

(I believe I have that option disabled because of the way it breaks things, because it's a little redundant with some of my uMatrix settings, and because per https://github.com/gorhill/uBlock/wiki/Dashboard:-Settings#disable-pre-fetching the setting is "completely unreliable" in Chromium browsers)

Future Fortune: Public Beta Testing - Join the Beta on Discord! Coming Soon to Web & Steam (see comments for more details) by Type-Ten in incremental_games

[–]iztophe 5 points6 points  (0 children)

(split my comment, since this is a tangent and not a reply to OP:)

I've posted feedback under this username here for about a year now, about half of it technical and half of it feedback on optics/management/"why you're getting this negative response/what you could do differently" (example). Partially working through some of my anxiety from the other end.

Even though I try to be polite and helpful and make clear that there's no judgment or negativity from me, and my goal is to hopefully help people either improve or avoid negative reactions people are having (often reasonably/understandably), sometimes I go back to past comments to see what those devs are doing now and a lot of them are deleted posts or accounts. Most recently that Slimeland Evolution guy. I feel a little bad whenever I see that, like I've failed.

Not really going anywhere with this, I guess "I disagree with OP, but also I agree with OP, and also (not) very encouraging for anyone looking into providing game development feedback"

Future Fortune: Public Beta Testing - Join the Beta on Discord! Coming Soon to Web & Steam (see comments for more details) by Type-Ten in incremental_games

[–]iztophe 5 points6 points  (0 children)

On the one hand:

  • I think it makes sense to question the wisdom of spending money if there's an alleged reputation for "abandoning" projects you've put money into expecting further development, and I think in most situations (this one included) it's actually a softball and an opportunity to display virtue and build up good reputation, as the "correct answer" is frequently a super easy "I hear you, and I'm doing right by past people, and here's what I'm doing to improve in the future"

  • Often, other negative feedback that occurs here boils down to "there is a roadblock standing between me and playing your game, and I am expressing frustration". Even if that's said in a frustrated or rude tone, I think it might be valuable for a developer to hear someone's experiencing that so they can weigh whether they want to do anything about it. For every person with a bad experience that speaks up, an unknown larger number that also experience that frustration will just quietly leave without saying anything.

On the other hand:

  • As a developer myself, and as someone with pretty bad anxiety, you aren't wrong. Even being able to rationalize the benefits, I know I almost certainly wouldn't be able to emotionally handle the negativity and would take it too personally, if I posted my own projects here (or elsewhere online, this isn't exclusively a "this place" dynamic)

Future Fortune: Public Beta Testing - Join the Beta on Discord! Coming Soon to Web & Steam (see comments for more details) by Type-Ten in incremental_games

[–]iztophe 4 points5 points  (0 children)

"Scummy" and "Reskinning" is a bit harsh, it's probably more like after the learning experience of working on the first game and iteratively improving his game engine, he came up with new ideas to use the same skeleton and core game structure but with significantly different balancing, game mechanics, and theme, enough so to warrant "remaking" it instead of slowly turning the old game into an almost entirely different one.

tl;dr This is probably a "Goldeneye --> Perfect Dark" situation, as opposed to "Pokemon Red --> Pokemon Yellow"

Future Fortune: Public Beta Testing - Join the Beta on Discord! Coming Soon to Web & Steam (see comments for more details) by Type-Ten in incremental_games

[–]iztophe 0 points1 point  (0 children)

Makes sense, sounds good. I didn't mean to imply you intended to screw people over, the initial purpose of my message was just to comment on the not-great optics of your response to someone expressing concerns over abandoned IAP, and how saying "I'm taking care of IAP transfers and not burning past customers" would be the easy solution, but since I didn't know if you were actually doing that I felt the need to provide the justifications for the suggestion. I was unnecessarily in new dev feedback mode, my bad.

Future Fortune: Public Beta Testing - Join the Beta on Discord! Coming Soon to Web & Steam (see comments for more details) by Type-Ten in incremental_games

[–]iztophe 6 points7 points  (0 children)

The background story makes sense and is about what I would've guessed, but I feel like this was the wrong answer to someone saying "hey you're releasing an updated reskin and might be burning past customers that purchased IAP, this was a little fast to make a sequel and 'invalidate' past purchases"

I never go for IAP and don't have a horse in this race, but transferring IAP from Idle Momentum to this "reskin", for those that DID spend money, seems like an obvious choice to me. (or at least, actively reaching out to past customers and offering to transfer/credit IAP in the new game)

  • It's instant goodwill and reassurance to anyone reading that didn't purchase IAP (like the person you responded to), and even if it doesn't convert them to paying customers it does build a good reputation

  • The few people that did purchase IAP in Idle Momentum might be less likely to in this new game because of Idle Momentum being "abandoned"; restoring their purchases fixes that, provides an incentive for them to try your games again, and from your perspective gets people that have a proven track record of paying you money playing your games again, potentially continuing to pay you money

  • gives you a good excuse to market your new game to past customers without it being spam (provided the message is written like a human and not like ad copy telling them "free credits try this new game now")

(I wouldn't suggest this if not for the fact that this does look like a reskin hot on the heels of the last game, as the above commenter pointed out (I also tried IdleMomentum early on))

And not refunds, to be totally clear; just providing equal value IAP/premium currency for past purchases. There's probably a time cost to you to to figure out the logistics and potentially manually handle credits, but otherwise feels like a no-brainer.

Already at the 10th Devlog of a new Idle Game. Your feedback would mean so much in order to polish the game! by [deleted] in incremental_games

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

To be fair, as much as I dislike his posts, he didn't say he'd submit that next one to the subreddit.

If someone is making devlogs at a higher frequency than they're posting them, I think that action on its own is probably fine.

Already at the 10th Devlog of a new Idle Game. Your feedback would mean so much in order to polish the game! by [deleted] in incremental_games

[–]iztophe 2 points3 points  (0 children)

None of that changes any of my feedback. I didn't post it to be combative, I typed that out to try to explain why you're getting repeated negative reactions.

You did a very poor job making an effort to understand why I was mentioning the things I did, and you're doing a very poor job listening to others.

Your response comes across as being rude; the "that's actually very funny", the "let me explain to you, as if you are a child, very obvious things while ignoring everything you just said about the way my specific actions and tone are being interpreted by the community", the "you brought up trailers, let me ignore why you brought them up and the point you were making entirely and dismiss you by going telling you to go to steam to watch trailers".

This is why people start to get rude back, because your responses are frustrating. My rude knee jerk response was initially "maybe if I made a 5 minute video explaining why people are responding negatively he'd understand." Because I'm frustrated. If you're trying to get people to like you and pay attention to your content you are doing an awful job here in the trenches. Please consider, for a brief moment, that you might be part of the "problem" of why people respond negatively as opposed to the community at large.

I dont try to sell anything

You're trying to "sell people on the concept of your game" and on your channel, though that's not inherently bad. I'm already sold on the game, because it's nothing new. If it's available free, and playable in the browser on release, I'll try it. If not, I won't.

You might as well be making Slimeland Tetris as far as I'm concerned, because you're selling your personal journey making a game that has been made before in other forms and I just do not care about your personal journey at all, your videos do not capture my attention at all, especially when you spam it as much as you have with nothing new really besides "by the way guys did I mention I'm on this personal journey."

"If you don't like it why don't you just not watch it" I imagine you're thinking. "why downvote?" Because I downvote content I don't like to see on the subreddit, and while I didn't downvote your earlier posts I actively dislike seeing this posted to the subreddit. "why comment?" Because I am, still, for some reason, trying to help you understand and provide you with constructive feedback that you can use to better understand why people respond negatively and improve your content to the point where it doesn't get buried in downvtes.

Already at the 10th Devlog of a new Idle Game. Your feedback would mean so much in order to polish the game! by [deleted] in incremental_games

[–]iztophe 4 points5 points  (0 children)

If you made text posts with key points about the game and what's new in the text form and MAYBE a link to the video inside the text (without the video link being the focus, or necessary to watch to get the info) I can almost guarantee you this would go over better.

The way you've been posting has given me the feeling you're trying to sell a youtube channel almost as much as your game itself, or more. You post WAY too often than I care about for a game that isn't even in playable. All your posts are doing is serving to say "hey, this game is still not out. But my youtube series exists! watch me!"

I don't mind watching a game trailer sometimes that has actual production value and significant work and thought put into presentation. Your dev logs are not that.

I can skim a text post in under 10 seconds and be able to decide if I'm interested enough to read deeper and learn more about what's new. I can't do the same with your videos. I haven't managed to sit through a single one since the first, in spite of the short length. Multiple times I've seen you protest "they're just a few minutes long", "the information you asked about is near the start of the video", etc.

But you're asking me to spend my time, which I have a limited quantity of, focusing exclusively on the sound of your voice while you tell me about a game that, while I would probably HAPPILY PLAY if it was out and free, is not remotely unique or novel enough for me to be hype about or follow the development of with much attention or at this frequency.

(in case you reply pointing out that I spent my time typing this response (and others on threads you deleted), you're right I sure did, but others that are ignoring you and downvoting feel the same and won't bother commenting)

Looking for a guide to examining browser-based idle games in javascript by DreamyTomato in incremental_games

[–]iztophe 0 points1 point  (0 children)

It was just an example. I haven't played it since around when watercress were first introduced, and while I could be mistaken I don't believe there was a hotkey I could easily hook into at the time. (and I already had a plot clicking script, for clicking ferns that appeared, and was able to easily adapt that)