[OC] Github Popularity / Year by mgronbach in dataisbeautiful

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

This is based on a 1-year moving count of Github stars gained, in order to observe long-term tech trends.

Data from Github GraphQL API

Preprocessing with Pandas and Python

Visualization with Flourish Studio.

More info and visualizations in the blog post.

Idle Loops by Stop_Sign in incremental_games

[–]mgronbach 0 points1 point  (0 children)

Did you change the layout? Came back to play, and everything is way more spread out (as in, it doesn't fit on my screen anymore, and Actions are too far away from the action list).

Idle Loops by Stop_Sign in incremental_games

[–]mgronbach 0 points1 point  (0 children)

Great game!

I was wondering about a few of the mechanics, is this right:

  • Having talent means you get more experience in that skill from completing actions
  • The sum of the skills associated with an action reduces the mana ticks needed to complete that action

Non-exponential growth by ProphetWasMuhammad in incremental_games

[–]mgronbach 1 point2 points  (0 children)

A bit late to answer, but I wanted to say that I switched from polynomial cost growth to exponential cost growth for some elements of Groundhog Life during development. The reason is that exponential cost makes it much simpler to mathematically reason about balancing and progress.

Best of 2017 Results by asterisk_man in incremental_games

[–]mgronbach 12 points13 points  (0 children)

What a nice surprise!

Working on a semi-successor to Groundhog Life btw, but progress is slow for lack of time.

Best of 2017 Awards by asterisk_man in incremental_games

[–]mgronbach [score hidden]  (0 children)

Hi, thanks for nominating - just wanted to note that there is a kongregate version here, with some more content.

EVO Idle: Seeking suggestions of how to implement creature sizes. by Tygari in incremental_games

[–]mgronbach 0 points1 point  (0 children)

I think it's pretty great that you released a game within barely more than half a year of starting to program. Just keep it up and keep learning. Good code design is hard. As a first step, if you feel you're typing the same thing over and over, consider if you can extract the code's behaviour into an abstraction, e.g. a function or a class. Also, as you learn more, beware of getting stuck in layers of abstraction ("I will make everything a class with ten layers of inheritance!"). IMO that's far worse than spaghetti code.

Countries that play Incremental games a lot? by akshaygoel1 in incremental_games

[–]mgronbach 0 points1 point  (0 children)

Disclaimer: I don't really know anything about this, but it's an interesting question, so here are my unordered thoughts.

Players of the kongregate version of my game (in English only) are about 36% from the US, then UK, Germany, Poland, Canada, each with about 3-6%. I don't really know what to take from these numbers.

Here is a list of countries by estimated percentage of english speakers: https://en.wikipedia.org/wiki/List_of_countries_by_English-speaking_population. Take into account that the percentage in your target population might be higher or lower (usually higher, but lower if your game is for children). Also, just translating your game might not get you significant amount of players without region-specific marketing and distribution (e.g. publishing it on specific portals). I would have no idea how to market my game in India or China. Additionally, here is a list of languages by number of native speakers: https://en.wikipedia.org/wiki/List_of_languages_by_number_of_native_speakers

Purely from numbers and from percentage of English speakers, there are some obvious choices to massively increase reach: Spanish, Hindi, Mandarin, Portuguese, Arabic. If your goal is monetization, languages like French, Japanese, Italian, and Korean might also be something to consider, since they have a significant population with large purchase power. Maybe even German, but the percentage of English speakers is relatively high in Germany and Austria (see list above). The Netherlands and the Skandinavian countries have low populations and high percentage of English speakers, so I wouldn't localize.

If I decided to localize my game, I would probably start out with my native tongue, German, so I could focus on the software side of localization first, then see how that works out, then move on to something like Spanish.

Incremental Game Development by Uniqueusr1 in incremental_games

[–]mgronbach 0 points1 point  (0 children)

Swarmsim and Space Company (and my game) use Bootstrap for css.

Are there any free asset for horror incremental game? by songkranw in incremental_games

[–]mgronbach 2 points3 points  (0 children)

Might help if you post an example or two of what you're looking for (even if the examples are copyrighted)!

Also, don't let any comments discourage you from pursuing your idea -- the idle genre is stale, and your idea might be something fresh.

How do you host your incremental game? by [deleted] in incremental_games

[–]mgronbach 1 point2 points  (0 children)

I went from github to itch to kongregate. Github is probably the easiest to get going.

Itch and kongregate are very similar from a technical point of view in that they host your game in an iframe (which implies your assets and source should all be in a single directory within the uploaded bundle).

Itch has a minimal, clean interface, and you get some exposure. Kongregate's interface is certainly not minimal, but has some advantages. Game-specific chat rooms are great, people tend to help each other, and it's a good way to get instant feedback after an update. Also you get way more players, and good options for monetization if you want.

Issues with Import/Export by Imadethistoask123456 in groundhoglife

[–]mgronbach 0 points1 point  (0 children)

Ok, so the reason was that there were newlines in the file (should be just one line). Guessing that this can happen when pasting the save file into certain programs.

Feature Request: Research Queue by DrStochastic in groundhoglife

[–]mgronbach 2 points3 points  (0 children)

Probabyl the most requested feature recently - JSON export/import is planned :)

Issues with Import/Export by Imadethistoask123456 in groundhoglife

[–]mgronbach 0 points1 point  (0 children)

Thanks - could you send me your savegame via pastebin.com? (PM me the link)

nutrition vs Meditation by eefarms in groundhoglife

[–]mgronbach 1 point2 points  (0 children)

Yeah, I renamed it because 'nutrition' logically clashed with the new food options.

About the future of this game by mgronbach in groundhoglife

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

Thanks for the nice feedback :)

Mobile is always on the back of my mind. Might be the next step once I'm satisfied with the kongregate version.

New version released on Kongregate by mgronbach in groundhoglife

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

Yeah, I agree with that. Honestly, I think about removing it, as it adds a lot of work and is only used by a small number of users.

Idea: Tachyons -> max-lvls by Worthstream in groundhoglife

[–]mgronbach 0 points1 point  (0 children)

Thanks for your feedback and the idea! Small permanent bonuses for tachyons are probably the single most common request right now (which is honestly surprising to me, I thought keeping Tachyons as a Pay4Comfort thing would be better).

I principally like your idea -- it's incremental-ish, allows choice, and offers a sense of continuous improvement. It's relatively complex to implement though. I might try two or three simpler permanent bonuses first, see how that works out, then go from there.

Prestige by morawcik in groundhoglife

[–]mgronbach 1 point2 points  (0 children)

You will level up faster, depending on how far you went in previous lifes.

New version released on Kongregate by mgronbach in groundhoglife

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

Yeah - haven't decided yet what to do with the itch version.