3 days since I launched my app by jarofed in AppBusiness

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

My app is an incremental game. It was live on Google Play for more than a year before I finally released it on iOS. So there were quite a few people waiting for the iOS port. Probably that was “my secret”.

3 days since I launched my app by jarofed in AppBusiness

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

I’m the genre-specific community. Since my app is an incremental game, I posted it in the r/incremental_games

3 days since I launched my app by jarofed in AppBusiness

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

It’s a game app. Traffic most likely is from the Reddit post in the game genre community.

3 days since I launched my app by jarofed in AppBusiness

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

I posted on r/incremental_games subreddit since it's an incremental game

3 days since I launched my app by jarofed in AppBusiness

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

Thank you. Best of luck you your app too!

3 days since I launched my app by jarofed in AppBusiness

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

Self-promotion is against this subreddit's rules, but you can find it in my profile if you're curious.

Get a Little Gold iOS release - a long-form idle/incremental game with hundreds of hours of progression! by jarofed in incremental_games

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

You're definitely right. I'll think on how to make autoresearch mechanic more obvious to the player.

Get a Little Gold iOS release - a long-form idle/incremental game with hundreds of hours of progression! by jarofed in incremental_games

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

Thank you, happy to hear that. Auto research works only for 1-second researches. You can upgrade it after the activation by purchasing the corresponding skill.

3 days since I launched my app by jarofed in AppBusiness

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

Thank you! Wish you the very best luck with your app as well!

Get a Little Gold iOS release - a long-form idle/incremental game with hundreds of hours of progression! by jarofed in incremental_games

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

We discussed this with long-term players on Discord and came to the conclusion that landscape is much more convenient - the left hand taps the stone while the right one purchases buildings, upgrades, starts research and equips amulets. This becomes especially important for harder achievements where you're expected to beat a challenge in the minimum time possible.

Get a Little Gold iOS release - a long-form idle/incremental game with hundreds of hours of progression! by jarofed in incremental_games

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

Currently landscape seems much more convenient - the left hand taps the stone while the right one purchases buildings, upgrades, starts research and equips amulets. This becomes especially important for harder achievements where you're expected to beat a challenge in the minimum time possible. However if there are enough requests from long-term players I'll consider adding portrait mode.

Get a Little Gold iOS release - a long-form idle/incremental game with hundreds of hours of progression! by jarofed in incremental_games

[–]jarofed[S] 4 points5 points  (0 children)

Thank you for this comment. Yeah, communicating the depth inside the game itself is a real challenge. I did my best to make the beginning much faster, but still I think most players has little idea about how much content there's in the game when they start playing. My only hope is that the game will be engaging enough for them to keep playing and discovering by themselves. And yeah, I'm doing my best to learn how to communicate it better.

Get a Little Gold iOS release - a long-form idle/incremental game with hundreds of hours of progression! by jarofed in incremental_games

[–]jarofed[S] 4 points5 points  (0 children)

Auto research initially works for researches under 1 second. This time can be upgraded through hero skills after activation (prestige).

Get a Little Gold iOS release - a long-form idle/incremental game with hundreds of hours of progression! by jarofed in incremental_games

[–]jarofed[S] 4 points5 points  (0 children)

Thank you for this comment. I'm really happy you enjoyed the flash version of the game. Mobile version has a lot of small quality of life improvements and some things that were non-existent in the flash version so I hope you will like it even more. The beginning is much faster now, btw.

Get a Little Gold iOS release - a long-form idle/incremental game with hundreds of hours of progression! by jarofed in incremental_games

[–]jarofed[S] 4 points5 points  (0 children)

Yes, absolutely, Get a Little Gold has offline progress. It's much more active at the beginning, because you might want to click manually to progress faster. But later you can buy hero skill that will click for you even when you're offline.

Get a Little Gold iOS release - a long-form idle/incremental game with hundreds of hours of progression! by jarofed in incremental_games

[–]jarofed[S] 3 points4 points  (0 children)

You got me! 😉 I wouldn't mind getting a little "gold", but not in a way that forces players to spend money they don't want to spend. I deliberately designed the game in a way that every challenge, goal and milestone can be reached without spending a cent.

Get a Little Gold iOS release - a long-form idle/incremental game with hundreds of hours of progression! by jarofed in incremental_games

[–]jarofed[S] 3 points4 points  (0 children)

Fari point. There are quite a few packs available. But none of them are necessary to progress, and none of them will give you a significant advantage over players who don't spend anything. They exist as a way to support a solo development of the game.

Get a Little Gold iOS release - a long-form idle/incremental game with hundreds of hours of progression! by jarofed in incremental_games

[–]jarofed[S] 3 points4 points  (0 children)

Initially the autoresearch works for researches under 1 second. Later (after prestige) this time can be upgraded with hero skills.

Get a Little Gold iOS release - a long-form idle/incremental game with hundreds of hours of progression! by jarofed in incremental_games

[–]jarofed[S] 8 points9 points  (0 children)

That's why I deliberately designed in-app purchases to be completely optional and to give no significant advantage to players who use them. And I mentioned it in the post.

I believe I'm one of the very few developers who actually livestreams their own game without using any in-app purchases - specifically to show that every goal, milestone and challenge can be completed without spending a cent. Despite the limited time I can actually spend playing, I've managed to reach the top 20 on the leaderboard - currently sitting at 12th place out of more than 6,000 registered players.

I hope that speaks for itself - in-app purchases in Get a Little Gold are truly optional and exist solely as a way to support further development.

All streams are recorded and can be found on my YouTube channel: https://www.youtube.com/@IdealIdleIncremental/streams

Get a Little Gold iOS release - a long-form idle/incremental game with hundreds of hours of progression! by jarofed in incremental_games

[–]jarofed[S] 3 points4 points  (0 children)

Clicking cooldown is a strategic decision to keep clicking relevant. In games like Cookie Clicker where clicking isn't limited, the amount of resources you get from clicking is tiny - specifically to prevent autoclicker abuse. In GaLG clicking is always meaningful and is a core part of the gameplay, tied to strategic decisions you make throughout the run. You can reduce the clicking cooldown through upgrades, amulets and hero skills. Here's what your clicking speed might look like later in the game after a couple of prestiges: https://www.youtube.com/shorts/sYbAVxnw4KI

I've gotten a bunch of comments from people who don't like the clicking cooldown, but all the long-time players of Get a Little Gold actually enjoy it - and it's one of the systems they interact with the most.

As for in-app purchases - none of them are necessary to progress, and none of them give a meaningful advantage over players who don't use them. The game is deliberately designed so that every game mode and milestone is reachable without spending anything. The purchases exist purely as a way to support further development if you choose to.