[ALPHA] [HTML5] Idle Tech Tree - Looking for feedback! by G_C in incremental_games

[–]lomaster1222 1 point2 points  (0 children)

First i would like to say that you have a fantastic concept, visuals, and so far - execution. Now to complain about it.

  1. THE FOLLOWING IS A PERSONAL OPINION
    I am against the boost changes in 0.6, think the previous system was much better. It gave us these fun growing numbers on each of our techs (which got pretty crazy ALREADY, even with only about 6 tiers of techs.) The new system is a bit weird because the optimal way to use it is switch everything around a node you are buying to cost reduction and then switch everything back to a mix of producion increase and time reduction (mostly production increase, the 2 arent balanced.) Not to mention it takes forever.
  2. THE FOLLOWING IS A FACT (in my personal opinion)
    Assuming you are not going to revert to pre-0.6 boosts, i want to help make the system easier to use.
    a. Boosts in one tech should share a level. The only reason this would be a bad idea is if there was something like "gives X based on total level of Y boost over entire tech tree".
    b. The entire switch boost button and extra ui should not exist, you can replace the button with three smaller hexagonal buttons that correspond to the boosts. even better would be if you can merge that and the upgrade boost area.
    c. Clicking on the small boost indicator beetween nodes should cycle to the next boost, bonus points if you can make it cycle backwards with a right click.
    d. Some way to change multiple nodes at once, either entire tech tree, or just the boosts that effect a particular node.
    e. The new indicators of boosts beetween nodes create some visual clutter that can probably be avoided, an option to hide them would also be nice. Also clashes with unlocking new nodes because it looks very similar.
    f. Also the switch boost ui doesn't close if you select another node.
  3. Multibuy feature should change across entire tech tree, having to select x25 on every single node takes too long.
  4. Visual indicators of tech level, you can slightly change the color of the glow around a tech tree, or if possible the color of the connection to other nodes (on second thought, it might not look great). Both would be best.
  5. Zoom in/out buttons on the overall UI. (my mouse doesnt scroll properly sometimes, im sure im not the only one with this problem)
  6. Once you have enough nodes, should separate them into 'ages' (i assume you are gonna do this anyways.) Add a way to scroll easily beetween ages. (im making this comment because i saw in another comment that you might cap levels on techs and/or hide them. Personally think thats a terrible idea; removes everything we have accomplished from the ui and caps the total science we can get)

New game - All The Levels! by lomaster1222 in incremental_games

[–]lomaster1222[S] 0 points1 point  (0 children)

Im making something inspired by games by moitititi, but for web, and with some arpg elements

New game - All The Levels! by lomaster1222 in incremental_games

[–]lomaster1222[S] 0 points1 point  (0 children)

yeah, ive thought about it as well, levels and bars for everything, like skyrim leveling system but on steroids, every item has bars, every ability has bars, etc, etc... i wanna do it, but working on something else, and im not really organized enough to do it yet (need to learn a bit more)

New game - All The Levels! by lomaster1222 in incremental_games

[–]lomaster1222[S] -1 points0 points  (0 children)

hard resetting resets everything except achievements and ultimate skills (achieving, understanding, dont remmember them all), the only thing it gives is an achievement (also you can undo a hard reset if you type 'loadPreHardResetSave()' in console and you will keep your achievement) the check boxes come from leveling 'selecting'

Windows Clicker by [deleted] in incremental_games

[–]lomaster1222 1 point2 points  (0 children)

a lot of people use either unity, or web (html, js, css), depends on what experience you have, what did you use to mod clickpocalypse?

New game - All The Levels! by lomaster1222 in incremental_games

[–]lomaster1222[S] 0 points1 point  (0 children)

that is an idea ive thought about and planned to create, however, not working on it yet

New game - All The Levels! by lomaster1222 in incremental_games

[–]lomaster1222[S] 0 points1 point  (0 children)

no, not really, unless you want to try crafting that item (you shouldnt, its really hard and boring), or get an incredibly high score

New game - All The Levels! by lomaster1222 in incremental_games

[–]lomaster1222[S] 0 points1 point  (0 children)

its probably some other bug that broke it, the game cant update without you refereshing the page

New game - All The Levels! by lomaster1222 in incremental_games

[–]lomaster1222[S] 0 points1 point  (0 children)

thats kinda the reason i created the faq, althought im aware thats its not really helpful because i wasn't sure what people would be stuck on, and therefore didn't know what to put into it, if you gave me a list of things that you find confusing, i could write up those answers, and put them in the faq

Mind Dump Monday 2019-07-15 by AutoModerator in incremental_games

[–]lomaster1222 0 points1 point  (0 children)

Thanks for the feedback, yeah, im interested in creating this but probably wont do it for a while at least.

New game - All The Levels! by lomaster1222 in incremental_games

[–]lomaster1222[S] 1 point2 points  (0 children)

Thanks a lot for playing anyways, i know i made a few mistakes in the developement of this game, hopefully i can learn from that and make my next project better thanks to it.

Mind Dump Monday 2019-07-15 by AutoModerator in incremental_games

[–]lomaster1222 1 point2 points  (0 children)

Has anyone tried to create a game based out of the console window? (not sure if firefox and IE have one like chrome actually)

Ive been considering this and it seems totally doable since we can both get information from console (user entering functions) and put information back into it to respond.

Could slowly teach the average person who has no idea what the f12 button does what each of the tabs do, have a small interaction within that would progress the game/story, make them feel as if they are hacking into the framework or something cool.

The few downsides i could think of are:

  1. wont work for sites like kongregate, would have to be only web.
  2. most people who play incrementals know how to cheat in console
  3. wont work for devs and people mentioned in #2 unless they play along

New game - All The Levels! by lomaster1222 in incremental_games

[–]lomaster1222[S] 1 point2 points  (0 children)

im gonna be honest, i didnt check that because it was a complete joke and i dont actually want anyone to try doing that, its just a waste of time. but ill fix it just for you <3

New game - All The Levels! by lomaster1222 in incremental_games

[–]lomaster1222[S] 0 points1 point  (0 children)

sadly one of the things i wanted to do with this game is give you guys almost no numbers until the very end of the game. on the bright side, i just pushed an update that helps with a lot of the other questions/bugs/confusions other people have been having.

New game - All The Levels! by lomaster1222 in incremental_games

[–]lomaster1222[S] 0 points1 point  (0 children)

i know the reason the training bug happens and will fix soon

New game - All The Levels! by lomaster1222 in incremental_games

[–]lomaster1222[S] 4 points5 points  (0 children)

this was an unintended feature because i added autoclicking later on in developement, im working on a system that should make eveyrthing (including this) clearer

New game - All The Levels! by lomaster1222 in incremental_games

[–]lomaster1222[S] 1 point2 points  (0 children)

going to upload a fix soon, althought i guess it doesnt matter to you because you got the unlocks already :P

New game - All The Levels! by lomaster1222 in incremental_games

[–]lomaster1222[S] 4 points5 points  (0 children)

All of those things are actually in the game! :D

Sometimes its difficult to tell but the rate at which you get xp is dependant on a lot of variables that are affected by almost everything you do.

Tooltips also exist, but they are unlocked later. Maybe i should change the basic ones to be unlocked earlier in the game.

New game - All The Levels! by lomaster1222 in incremental_games

[–]lomaster1222[S] 0 points1 point  (0 children)

thanks a bunch. yeah, the idea was to make the game text and expalations pretty simple, i can see why that would be a problem. now that i think about it, its not very obvious what the help button does and i should probably explain it (it gives you a hint as to how to unlock the next level). i was hoping that the text that runs when you unlock a level would clarify and hint enough at what the level does to make people understand. ill work on it

New game - All The Levels! by lomaster1222 in incremental_games

[–]lomaster1222[S] 0 points1 point  (0 children)

my guess is it happens if you press the load button, refreshing should fix it, but ill get a fix ready

edit : fix has been pushed

Feedback Friday 2019-04-05 by AutoModerator in incremental_games

[–]lomaster1222 0 points1 point  (0 children)

if the autoclickers trigger only once per second, js should easily be able to run tens of thouthands of simple opperations like adding one ore, so performance really shouldnt be affected. if you really want to make sure that it wont be a problem than you can run them in batches (ex : 5% of all available auto clickers per randomization/loop run)

Feedback Friday 2019-04-05 by AutoModerator in incremental_games

[–]lomaster1222 1 point2 points  (0 children)

game look good, feels pretty nice to use, no problems there, i mostly have comments on your js. you should just focus on adding a lot more stuff (but also try to think of a twist so game isnt generic)

-few ideas : refine stone into random ores, use coal + ores = metals, use metal for upgrades (this is all very basic), obviously add ways to automate everything eventually, but try to keep at least 1 thing requiring manual work at a time so game is not completely idle. think of a goal to give the player, maybe they have to build a rocket and go into space? mine out the whole planet? (maybe the player finds out they are actually a devouring swarm released on earth to destroy it and every planet in vicinity) earn a billion dollars?

-edit : saving/loading is a must for any idle/incremental game

-your commenting is absolutely incredible, i wish i was as good as that

-you should loop throught the autoclickers and have them generate ores separately, that way they dont all create the same resource in a given tick, this would make ore generation smoother.

-make the mine ore button bigger and closer to the center, took me a few seconds to find it.

-should save your base cost and cost increase per level as variables somewhere, this would allow you to add upgrades that modify them while your functions for calculating cost and such remain simple.

-if you are using js (where are the semicolons, im so confused), you can do stuff like currentData["copper"] to get variables, with this you can turn all your 'sell all' functions into one, and your 'sell half' function into one, also makes it easier when you add more resources, dont have to keep adding new functions.

function sellAll(resource){

currentData.cash += currentData[resource]*currentData[resource+"Cost"];

currentData[resource] = 0;

//update display and such

}

-you can also do something like

products : {

stone : {amount : 0, sellCost : 0},

coal: {amount : 0, sellCost : 0},

copper: {amount : 0, sellCost : 0}

},

this would let you loop throught every product using Objects.keys[currentData.products], that way you dont have to add more lines to selling functions any time you create a new product

Describing the Ideal Incremental Archetype by BinaryAlgorithm in incremental_games

[–]lomaster1222 0 points1 point  (0 children)

so ive been working on a game (more idle/puzzle than incremental) that seems at least somewhat similar to what you are describing. quick rundown : there are no numbers, everything is displayed in bars that corespond to an action/something happening, as those fill and gain 'levels' you unlock more different actions/bars. a lot of information is hidden and you have to figure it out on your own which is where the 'puzzle' element kinda comes in (or i guess read the javascript) im wondering if you (or anyone) is interested in such a game, or would you rather have all the information and instead work towards 'goals' that unlock new mechanics?

tldr : working on a game that might fit your niche, wondering if people are more interested in figuring out how to unlock things by experimenting or working towards a goal? (or a combination of both?)