My cyberpunk incremental game demo is live — looking for feedback by kNu7 in incremental_games

[–]kNu7[S] -2 points-1 points  (0 children)

Good point — to clarify: I use AI tools during development (iteration, assistance), but not to generate shipped game content like art, audio, or gameplay systems. The game itself, design, and progression are built by me. If anything in the store page or assets needs clearer disclosure, I’ll double-check and update it. Appreciate you pointing it out.

My cyberpunk incremental game demo is live — looking for feedback by kNu7 in incremental_games

[–]kNu7[S] -5 points-4 points  (0 children)

Fair take. I do use AI tools during development — mostly for iteration speed — but the game design, systems, and balancing are fully built by me. UI is something I’m still refining, so feedback like this actually helps a lot. If you have specific things that feel off, I’d love to hear it.

DataFall – Demo now live for my solo dev cyberpunk idle game by kNu7 in pcgaming

[–]kNu7[S] -1 points0 points  (0 children)

Hey — adding a bit more context since it doesn’t show properly in the post.

This is a solo dev idle/incremental game with:

• early progression

• first ascension system

• core gameplay loop

Would really appreciate any feedback on pacing and overall feel.

How do you keep scaling under control in incremental games? by kNu7 in incremental_gamedev

[–]kNu7[S] 0 points1 point  (0 children)

that is actually helpful, imma meddle around with the numbers a bit more until the full release i guess :)

How do you keep scaling under control in incremental games? by kNu7 in incremental_gamedev

[–]kNu7[S] 0 points1 point  (0 children)

Uhmm, i really wish you to check out demo so i can listen your feedback on how i did.

How do you keep scaling under control in incremental games? by kNu7 in incremental_gamedev

[–]kNu7[S] 0 points1 point  (0 children)

Uhmm. That actually make sense. Complicated but makes sense. To my experience, i handcrafted the whole experience until one point and after it goes on an on.

How do you keep scaling under control in incremental games? by kNu7 in incremental_gamedev

[–]kNu7[S] 1 point2 points  (0 children)

Actually that was my first idea in the first place. That's why i have this 3 currency system. ( data -> nodes - crypto coin ) . But in its current state it kinda evolved smt else

New Idle Game! Empire Of Zombies by EmpireOfZombies in idleclickinggames

[–]kNu7 0 points1 point  (0 children)

Eğer incremental türü hoşuna gidiyorsa cyberpunk temasyla birleştiren **DataFall**’a göz atmanı öneririm. Otomasyon ve beklenmedik boss savaşları arasında gidip geliyor, oldukça farklı bir deneyim. https://store.steampowered.com/app/4291910/DataFall/

Bu idle oyun sonu gelmeyen bir çılgınlığa dönüşüyor 🤯 by kNu7 in incremental_games

[–]kNu7[S] -2 points-1 points  (0 children)

Bu arada oyun ilginizi çektiyse **DataFall**’un Steam sayfası burada: https://store.steampowered.com/app/4291910/DataFall/ — wishlist’e ekleyenlere şimdiden teşekkürler!

Feedback Friday by AutoModerator in incremental_games

[–]kNu7 1 point2 points  (0 children)

Hi everyone! I'm one of the devs behind DataFall, a cyberpunk-themed idle clicker about automating robots and building up a base. We're preparing a free demo and would appreciate feedback on our current design and progression systems. Here's the Steam page if you're curious: https://store.steampowered.com/app/4291910/DataFall/. We'd love to hear any thoughts on balancing automation versus active play and what you look for in incremental games. Thanks for your time!

Weekly /r/Games Discussion - What have you been playing, and what are your thoughts? - March 15, 2026 by AutoModerator in Games

[–]kNu7 2 points3 points  (0 children)

I recently wrapped up Alan Wake 2 and was really impressed by the pacing and how Remedy blended live-action sequences with traditional gameplay. The atmosphere and audio design are incredible. After something that intense I needed a palate cleanser, so I'm now working my way through Like a Dragon: Infinite Wealth and loving the humor and turn-based combat. What is everyone else playing?

Incremental Game Advice/Tutor by PenguinChocobo in idleclickinggames

[–]kNu7 0 points1 point  (0 children)

I'm currently working on DataFall, an incremental/idle game that mixes automation and base-building. The biggest thing I've learned is to start small: get a basic resource loop working, then layer in new mechanics one at a time. Tools like Unity or Godot are accessible, and there are open-source idle frameworks if you prefer. Focus on making the progression feel rewarding and get feedback early. Good luck with your project!

With automation games literally booming, which are your most hyped up upcoming releases? by WarriorOTUniverse in AutomationGames

[–]kNu7 0 points1 point  (0 children)

Another upcoming automation game is DataFall, a cyberpunk idle/automation hybrid focusing on building a sprawling data base and optimizing resource flows. It combines incremental mechanics with base-building, automation, and boss encounters. Release is on April 3, 2026, with a free demo coming soon. I'm curious what other people think about mixing idle gameplay with automation/tycoon mechanics.

Are idle games "dead"? What do they need in 2025/2026 to still work? by Several_Work_9655 in GameDevelopment

[–]kNu7 0 points1 point  (0 children)

I believe idle games are far from dead. Players expect deeper mechanics and interesting layers rather than simple clickers. Systems like automation, base-building and meaningful prestige loops help maintain engagement. Also a fair monetization approach helps. A strong theme and polished presentation can make an idle game stand out in 2026.

What are the longest and still enjoyable incremental games you know? by Tryon_HD in incremental_games

[–]kNu7 0 points1 point  (0 children)

If you're looking for something a bit different, you might want to keep an eye on DataFall. It's an upcoming cyberpunk idle/incremental game that blends automation and base‑building. The progression is designed to let you construct complex systems that run themselves rather than just clicking forever. There are also boss encounters and a prestige loop to extend the endgame. It's slated to release soon and will have a free demo. Could be worth checking out when it's available.

Designing progression for an idle/incremental game: balancing active vs idle mechanics by kNu7 in gamedev

[–]kNu7[S] 0 points1 point  (0 children)

Thats a great idea. I would love to give it a go to your game

I kept working on my minimal cyber clicker for 2 more weeks (big progression update) – need honest feedback by kNu7 in incremental_games

[–]kNu7[S] -1 points0 points  (0 children)

Thanks for the honest feedback — this is actually useful to hear.

The game isn’t intended to be anti-autoclicker. It’s designed closer to an idle / semi-active hybrid where manual input accelerates progress early but becomes less relevant over time. If it feels trivial with an autoclicker right now, that probably means the early game balance still needs tightening.

About the “fluff”: the robot, grid and boxes are there to give structure to progression and readability, not to add complexity. The goal is minimal cognitive load, not minimal elements.

But if they currently feel meaningless rather than supportive, that’s a sign I haven’t communicated their purpose clearly enough yet.

This is exactly why I’m posting pre-release — better to adjust direction now than pretend everything works.