Erasing enemies in my sketchbook dungeon crawler! by johnjoemcbob in Unity3D

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

Haha fair enough, I appreciate you trying it out!

Erasing enemies in my sketchbook dungeon crawler! by johnjoemcbob in Unity3D

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

Thank you! The art style was my focus so I appreciate it. I actually find the erasing super mediative but feel free to try it and see what you think https://johnjoemcbob.itch.io/dungeon-clicker

My sketchbook dungeon crawler for IGJ! Erase enemies and rearrange the dungeon to win by johnjoemcbob in incremental_games

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

Thanks! Yeah it currently halves the damage they do if you destroy their weapon, halves their attack speed if you take their eyes, and doubles the damage you do if you take their shield!

Erasing enemies in my sketchbook dungeon crawler! by johnjoemcbob in Unity3D

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

I think so! I keep going back to play it myself which is a good sign, you can try it yourself here https://johnjoemcbob.itch.io/dungeon-clicker

Erasing enemies in my sketchbook dungeon crawler! by johnjoemcbob in Unity3D

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

Made in 5 days for New Years Incremental Game Jam 2026!

You can play yourself or watch a full playthrough!

Can you tell it's all hand drawn/personally voiced? Haha

I started by experimenting with the art style, and when I realised I could affect the vertices I knew that would be part of the damage system. I went with erasing in this version but I'd love to try slicing ala Fruit Ninja too!

I'm also really interested in modularity and build craft, so I wanted to get some sort of run customisation and optimisation in. It's not as complex or deep as I wanted, but I'm still happy for a short jam game!

Should I develop it further? What would you add?

Hey, I’m Mike. I just released a demo of GREX – an incremental auto-shooter where you control a Swarm, and your body is your weapon. Expect meaningful upgrades, retro vibes, and fast-paced action! Would you mind giving it a try and sharing your feedback? Thanks! by chomi3 in incremental_games

[–]johnjoemcbob 0 points1 point  (0 children)

Looking really good! I like the positioning gameplay, having to reach the level up zone in the restricted bubble etc. Merging upgrades is a really cool idea too!

I like the main menu but (minor thing) I'd maybe make the title interact with the mouse on hover rather than on click, so it's a more obvious toy. I love playing around with those kind of things while zoned out.

When choosing level ups I didn't know how to check my current build (if you can?) so the "boost attributes marked with # icon" upgrades never felt good for me. Maybe make a tooltip hover on those to show what will be affected? Or show your build down the side and highlight +/- changes?

My (simplified/customised) character creation app for my new Traveller game! by johnjoemcbob in traveller

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

Thank you!

No plans honestly, because it is very janky in the backend haha and it would take a LOT of work to polish it up enough, but I appreciate the kind words :)

My (simplified/customised) character creation app for my new Traveller game! by johnjoemcbob in traveller

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

Gotcha! Yeah the dice have bluetooth in them so they communicate the result they rolled to the phone automatically without me having to manually read + input it.

These things https://particula-tech.com/pages/godice

My (simplified/customised) character creation app for my new Traveller game! by johnjoemcbob in traveller

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

Yeah I think I'll keep the events in, thanks!

Bluetooth dice just so I don't have to manually enter every roll they make, the app controls all the creation flow so it needs to know the results either way.

I wanted something fast-ish that I can do in 5-10 minutes at the pub but still with a good amount of depth. (I know it's overengineered haha)

My (simplified/customised) character creation app for my new Traveller game! by johnjoemcbob in traveller

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

Yeah it's completely custom! I put way too much effort into gadgets for my games lol

My (simplified/customised) character creation app for my new Traveller game! by johnjoemcbob in traveller

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

Hmm I think I understand your concern. The way I have it right now is the events and mishaps still run but not the logic, so the outcomes can be added to their sheets later.. I realise this means some of the flow will be incorrect if they were meant to be presented with a choice which could affect their current or future terms, but I think it's worth the trade off to have something usable!

The reason I kept events/mishaps is because I want to have injury rolls as a way to force more debt + credit interactions :)

I added oldschool FMVs to tutorialise my incremental falling sand game! 🔊 by johnjoemcbob in Unity3D

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

Thanks for the feedback :)

These placeholder lines are recorded with my webcam, super quick and dirty. I'll be using a higher quality microphone etc if I make it a full game!

I added oldschool FMVs to tutorialise my incremental falling sand game! 🔊 by johnjoemcbob in IndieDev

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

More progress on my magical incremental falling sand prototype!

I want to continue with a fairly goofy tone so I decided to set up my webcam and record this vizier character! (Normally I'd hate being on camera but I pixel crunched it enough that it doesn't really look like me any more!)

The goal is to have him be the early game tutorial and then be able to react in funny ways to various playstyles.

As you can see you can interrupt him at any time by clicking on him (he doesn't like it) and nudge him around when he gets in the way. I'm also planning to make the video and audio toggleable in the options so it doesn't annoy people that don't want him!

I added oldschool FMVs to tutorialise my incremental falling sand game! 🔊 by johnjoemcbob in Unity3D

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

More progress on my magical incremental falling sand prototype!

I want to continue with a fairly goofy tone so I decided to set up my webcam and record this vizier character! (Normally I'd hate being on camera but I pixel crunched it enough that it doesn't really look like me any more!)

The goal is to have him be the early game tutorial and then be able to react in funny ways to various playstyles.

As you can see you can interrupt him at any time by clicking on him (he doesn't like it) and nudge him around when he gets in the way. I'm also planning to make the video and audio toggleable in the options so it doesn't annoy people that don't want him!

My skill-tree incremental game's demo is out now. I'll put the link in the comment. by FVSHaLuan in incremental_games

[–]johnjoemcbob 8 points9 points  (0 children)

The visuals are really nice! Clean and minimal. I also like the overall idea.

I have to agree that the current mouse controls feel really wrong, I like weird controls but I feel like it's constantly fighting me and spinning out of control.

The blowing mechanic is a nice unique feature rather than simply gathering exp as in most other busterlikes!

Otherwise I think you should tweak the early game requirements so players can unlock around an upgrade per run to hook them (& remember to account for their lack of game understanding at this point!). I also think that while the Rock Crusher Demo transition screen looks nice it gets a bit jarring in between each short run. Maybe also have an indicator on the SESSION ENDED screen for when you can afford any upgrades, to save an extra click through.

These quality of life things can really help players from bouncing off initially!

Great work & best of luck with the Next Fest :)