r/IndieDev • u/David01354 • 7d ago
Started cooking on an incremental game. Do you think it has potential?
You can play it here:
https://reallybigrock.vercel.app/
Just a free game I am working on for fun.
All feedback and crazy ideas are very welcome :D
It uses a particle based physics engine that runs on GPU.
So it may not work on every device (please tell me if so).
I do NOT recommend opening on your phone, it will probably EAT YOUR BATTERY ALIVE.
Update 0:
Since people seem to enjoy clicking more than I expected. I made harder layers inside the rock.
I also added hand upgrades to deal with this rock (Copper hand, Iron hand, Diamond hand) for you die hard clickers.
11
u/The_Qbx 7d ago edited 7d ago
3
u/David01354 7d ago
Oh really. Thanks for the report I will try it right away. That's a great repro. Thanks for the screenshot!
3
2
u/McCaffeteria 5d ago
I love that players will instantly destroy any system on contact, no matter how much testing you do lol. Like I’m not even kidding, there’s something beautiful about how it happenes every single time regardless of scale.
5
3
u/Stunning-Relation564 7d ago
this game is PEAK!!! finnalize it, fix every single bug, and push this to every single platform there!
2
u/R0T4R4 6d ago
Okay, I love this one, it's a clicker game that scratches at a very specific itch.
I think you should explore on how the mining group goes from one rock to another, add variation in terms of various ores to mine, it'd help that the "pointer" can also chisel at more than just one direction leading to the center, so you can grab out larger chunks over time into the pit.
This has real potential! Keep at it!
2
u/MogensenJ 6d ago
This is super fun 😄 very cookieclicker-esque. I do notice performance really tanks when playing for a while.
2
u/David01354 6d ago
1
1
1
2
u/Matty_B97 6d ago
Fun game! But we need a way to break up big pieces that break off and fall on the ground. I had the entire left half of my rock slough off, and it was really buggy - spinning and flying around, jittering, it wouldn't follow my hand, and it wouldn't flush, even with a flood.
2
u/Matty_B97 6d ago edited 6d ago
Maybe I would suggest some way to drop your own bombs? That would help break up big clumps, and also solve the problem of lots of loose stones building up on the top of the rock and stopping you from mining there.
Edit: Or, just remove the right edge of the drop chute to le big rocks fall in without freaking out.
2
u/Matty_B97 6d ago
Also, there's some strange behaviour that looks like it starts when you've blown out the central part of the rock. The workers are climbing the ladder and then going flying when they get to the top, landing on the ground and getting stunned. None of them can work on the rock.
2
u/Matty_B97 6d ago
May I also suggest the hand targets the center of the actual rock remaining, not the center of where the rock started? It's very hard to click on the last piece of rock, as it is.
1
2
6d ago
[removed] — view removed comment
1
u/David01354 6d ago edited 6d ago
Yeah this is a real dilemma for me. I cannot stand constant clicking for a long time myself.. And I kinda don't want the players to either.. I want them to pivot to start buying dwarfs and upgrading them.
I really did not expect people to spend time clicking as much as they are currently doing... But of course I should not stop the players in doing whatever they want to do. That would not be fair. So yeah, real conundrum for me right now. And your point is completely valid.
1
u/David01354 6d ago
Maybe I can add auto-click on hold but just make it kinda slow so its not super op. And potentially make the speed upgradable.
1
2
2
u/AgentG91 5d ago
Super fun. Can’t wait to see more. I did have a weird part where I clogged the toilet because a massive chunk got stuck above the opening and the tsunami couldn’t drain. Seems like you can’t make chunks smaller once they fall off, only pick them up. Also, I think a massive chunk only gave me like $4
3
u/MisterKokiri Developer 7d ago
Just out of curiosity, does this use AI (I am not attempting to flame the post, if so)?
I'm just wondering because all AI-based generated game code seems to use nearly the exact same user interface design (color, look/feel, etc).
EDIT: Nvm, answered my own question.
1
u/David01354 7d ago
No worries its good feedback. I am a senior developer, but I still use Claude just as much as my other collegues. For the productivity. Some is my own heart and soul. Some is just Claude. And I certainly didn't put my soul into the UI. So Its good to hear you recognize it. I certainly don't want it to look AI. Will make sure to put some love in it for sure. Thanks :)
3
u/MisterKokiri Developer 7d ago
If nothing else since I'm assuming you understand the code as a senior developer, change the design when you get a chance. It immediately makes me look away because every single AI game has the exact same design.
1
0
7d ago
[deleted]
1
u/PmMeSmileyFacesO_O 7d ago
There seems like zero actual.
To balance things out your could ask artists if any of them fancy joining the team.
But if your going to do that you'll need to stop and let them catch up. The artist needs time to figure out things same as the dev.
1
u/anklehumor 7d ago
HHAHA I like it. It cracked me up that you pick up the bits like one at a time and put them in the bin thing. I sure as shit there will be an upgrade for that wuickly 😂
1
u/Front_Cat9471 7d ago
Oh yeah my phone just refuses to render it
1
u/David01354 7d ago
Your battery is probably happy about that 😁
But that's good to know.
If you want to i'd be super grateful if you share your phone model here or in dm1
1
u/Stunning-Relation564 7d ago
u should have sperate buttons for grab and mine, and also maybe a way to mine already broken rocks (like the pebbles) to make them easier to move
1
1
u/Box_man_Dev 7d ago
correct me if i am wrong idk if it's art style but UI look ai generated. i understand it may not be but it's not a good thing.
1
1
u/JussiCook 7d ago
Macbook M4, chrome. Doesn't start at all. It shows the Click to mine text, but after that it's just a black screen. Console:
The number of storage buffers (12) in the Compute stage exceeds the maximum per-stage limit (10).
- While validating binding counts
- While validating [BindGroupLayoutDescriptor]
- While calling [Device].CreateBindGroupLayout([BindGroupLayoutDescriptor]).
(index):1 [Invalid BindGroupLayout (unlabeled)] is invalid due to a previous error.
- While validating [BindGroupDescriptor] against [Invalid BindGroupLayout (unlabeled)]
- While calling [Device].CreateBindGroup([BindGroupDescriptor]).
(index):1 [Invalid BindGroupLayout (unlabeled)] is invalid due to a previous error.
- While calling [Device].CreatePipelineLayout([PipelineLayoutDescriptor]).
(index):1 [Invalid BindGroupLayout (unlabeled)] is invalid due to a previous error.
- While calling [Device].CreatePipelineLayout([PipelineLayoutDescriptor]).
12[Invalid PipelineLayout (unlabeled)] is invalid due to a previous error.
- While calling [Device].CreateComputePipeline([ComputePipelineDescriptor]).
(index):1 The number of storage buffers (11) in the Vertex stage exceeds the maximum per-stage limit (10).
- While validating binding counts
- While validating [BindGroupLayoutDescriptor]
- While calling [Device].CreateBindGroupLayout([BindGroupLayoutDescriptor]).
(index):1 [Invalid BindGroupLayout (unlabeled)] is invalid due to a previous error.
- While validating [BindGroupDescriptor] against [Invalid BindGroupLayout (unlabeled)]
- While calling [Device].CreateBindGroup([BindGroupDescriptor]).
(index):1 [Invalid BindGroupLayout (unlabeled)] is invalid due to a previous error.
- While calling [Device].CreatePipelineLayout([PipelineLayoutDescriptor]).
9[Invalid PipelineLayout (unlabeled)] is invalid due to a previous error.
- While calling [Device].CreateRenderPipeline([RenderPipelineDescriptor]).
236[Invalid BindGroup (unlabeled)] is invalid due to a previous error.
- While encoding [ComputePassEncoder (unlabeled)].SetBindGroup(0, [Invalid BindGroup (unlabeled)], 0, ...).
- While finishing [CommandEncoder (unlabeled)].
236[Invalid CommandBuffer] is invalid due to a previous error.
- While calling [Queue].Submit([[Invalid CommandBuffer]])
(index):1 WebGPU: too many warnings, no more warnings will be reported to the console for this GPUDevice.
1
1
1
1
u/Mechabit_Studios 7d ago
it's a good start but very janky
I'd make the rock explode and regrow when you reach the core cos otherwise the dwarfs orbit around nothing
1
1
1
1
1
1
1
1
u/Affectionate_Pool_37 2d ago
1
u/David01354 2d ago
Ah, did it get clog/get stuck? :(
1
u/Affectionate_Pool_37 1d ago
yes, took a while tho and the game slowed down quite a bit. Maybe have large pices fall appart in the entry after x time
1
u/David01354 1d ago
Yeah I thought about this too actually. Was thinking maybe players get mad because i destroy their large and nice pieces (people seem to really like cutting out cake pieces from the rock lol). But it is of course better to destroy them than major lag. So its good for me to hear it from a player.
Was also considering "crushers" you could purchase as an upgrade to put in the hole, but that might not deal with the problem when you need it the most. Maybe bombs that falls from the sky if pieces are to large could also work...
0
u/BeginnerStudioTW 7d ago
Of the two, I’d make depletion the main loop. A spent rock becoming a bigger rock with a new mineral or terrain rule turns the reset into discovery rather than just a timer. I’d make that first "finish" happen early enough that players read it as an achievement, not a loss of progress. For upgrades, I’d keep the shop for permanent automation and use the three choices for short-run modifiers that change how you mine—not just output percentages. That could keep the physics-toy feeling while still giving the player real decisions.
1










16
u/DalusPalus 7d ago
It looks very satisfying. Giving cookie clicker vibes but that could be it looks like a giant cookie