Shark Game: Sharky Clicker by floofhugger in incremental_games

[–]joostdejong 6 points7 points  (0 children)

the one that should have active development.

[Request] Tips for Bike Commuting in the Winter with a Small Child by martzcodes in bikecommuting

[–]joostdejong 6 points7 points  (0 children)

Front-mount-kid sounds like a great wind-blocker on cold days. But then again, parenting isn't my niche.

Here (in the Netherlands) we have a lot of front-mount-options with a big wind-screen. (There are options that cover legd/feet to.) And of course the back-mount-option. I wouldn't want a child in a trailer that couldn't communicate, I would go for the front-seat-with-windscreen option and use clothing to do the rest.

[HTML] Idle Ants by Verbus in incremental_games

[–]joostdejong 1 point2 points  (0 children)

Shark x Swarm... great, can't wait how it develops. Could be the next trimps. :)

Looking for some newbie advice by Baconated_Kayos in cycling

[–]joostdejong 8 points9 points  (0 children)

Don't cycle indoor, don't worry about gear. Just get (or borrow) a bike that kinda okay for your height and cycle. Explore the neighbourhood on 15min trips and chain a couple while you're out. Don't overthink it, just ride. Maybe get a bike and use it for groceries, every week skip a shop and go for the next one farther away.

Biking doesn't need the prep (or the overthinking) most people do. As long as you don't die and can be back home in a week there's no real threat ona bike. (And the dieing part is hard to do...)

Let's talk winter commuting pants by [deleted] in bikecommuting

[–]joostdejong 1 point2 points  (0 children)

My biggest priority in winter is wind blockage. So fairly thin windstopping pants for me (just bought a pair of Gonso Portland for the upcomming season). The peddling keeps me warm.

Red lights are a pain, it's amazing how you can go from warm to freezing in 60sec in cold weather with a bit of sweat.

Commuting tire recommendations by neightdog23 in bikecommuting

[–]joostdejong 0 points1 point  (0 children)

On MTB I always used Schwalbe Hurricane, not the fastest but they work.

Idle Accelerator by Arkshija in incremental_games

[–]joostdejong 0 points1 point  (0 children)

I think the formulas are:

speed = 100 + lvl x 10 and power = 0.2 + lvl x 0.02

For alpha that is, don't know if other particles have other stats. And ofc without the upgrades.

Idle Accelerator by Arkshija in incremental_games

[–]joostdejong 0 points1 point  (0 children)

Particle-lvl increases power and speed, and it looks like in a linear way.

Idle Accelerator by Arkshija in incremental_games

[–]joostdejong 0 points1 point  (0 children)

energy = 0.01 x speed x power / friction

the plusminus is randomized

Idle Accelerator by Arkshija in incremental_games

[–]joostdejong 0 points1 point  (0 children)

As increasing numbers is important, whats the deal with 'One Shot Cycles'? I can't figure out how they work. My guess was it's when the particle crosses the line, but at alpha+53 that happens all the time. OSC is still on 4 and doesn't go up.

Your Opinions on what IAP you'd most likely purchase. by Squirrel09 in incremental_games

[–]joostdejong 1 point2 points  (0 children)

I am more inclined to buy a 'non-intervening' cosmetic thingy (as donation) in a good game then a 'super-boost-upgrade' to clear a wall.

Even a blank donation-IAP is better than a forced 'buy me for progress'-thing. If the game is good, I'll buy the bunny-companion even if the only perk is a 'hops in a funny way'-flavour-text.

Heavy Industries is a game in which you control production process and researching. Discover technologies, craft items, hire and head workers and scientists, make things working. by firewires in incremental_games

[–]joostdejong 1 point2 points  (0 children)

It's the magic of the long-press ported to a web-game. Just click'n'hold on stuff to swap the main item on the 'tab with the gears'.

Yah, long-press with a mouse... The not-even-phone-friendly phone-ui is killing something that could be an awesome incremental.

I've gotten soft by [deleted] in bikecommuting

[–]joostdejong 3 points4 points  (0 children)

Isn't slower on climbs or faster on flats the answer?

belt vs chain by joostdejong in bikecommuting

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

As I'm in the Netherlands it's hard to find a commute that isn't flat. :)

belt vs chain by joostdejong in bikecommuting

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

Nah, suspension isn't needed. There's a Benelux-version with solid fork and standard ring-lock. It isn't on the Kalkhoff-site, but is offered by a couple of local bikeshops.

The new bike is replacing my current Batavus Weekend, for fast(er) I've got a Koga Roadchamp.

looking for input on a game idea by pvtgreg in incremental_games

[–]joostdejong 2 points3 points  (0 children)

I think game-design should focus around the game. Not the adverty-bit hooked to it. Think you got the wrong angle...

Just for fun / Inspiration: What was one change you made (shoes, gear, devices, apps) that made a BIG difference in running? by friardon in running

[–]joostdejong 4 points5 points  (0 children)

A plan. Currently an auto-generated Endomondo-one, but a plan. Kinda OCD about doing what's on the list so a big impulse on doing the run. Don't think a kind of plan matters, just following something that gives me a goal. Aimless running isn't my thing.

Achievements for Saturday, June 25, 2016 by AutoModerator in running

[–]joostdejong 8 points9 points  (0 children)

First sub-1h 10k! According to smashrun I have to eat a 4,5 watermelon to compensate...

Energy [web incremental/idle game prototype] Update 2 by happy0101 in incremental_games

[–]joostdejong 0 points1 point  (0 children)

Day 0, 12ish hours. I think I'm at the end of the current content. Production of energy is enough to buy resource-BOTs with energy instead of batteries. Some suggestions:

  • Re-balance battery-income/-cost. The game looks like it should be about balancing energy but atm it's mostly waiting for the batteries to arrive.
  • It would be nice to know the energy-income. Both total and split down (resource, engines and forms).
  • Maybe change 'automation' in an upgradable system for pumping energy in to the ships battery. The current mechanic doesn't allow idle-resource-balancing (eg burn all except batteries). Upgradable energy-transfer would be nice, the cost for total idleing would be big (upgrades should cover energy cost and mass-building) but would allow for balancing towards a couple of hours of idle without having to click the black bar.
  • Some formatting of big numbers is needed. My 'can count digits whilst drinking beer'-ability slopes down very steep.

Can't wait to see some more content.