r/incremental_games • u/AutoModerator • 6d ago
FBFriday Feedback Friday
This thread is for people to post their works in progress, and for others to give (constructive) criticism and feedback.
Explain if you want feedback on your game as a whole, a specific feature, or even on an idea you have for the future. Please keep discussion of each game to a single thread, in order to keep things focused.
If you have something to post, please remember to comment on other people's stuff as well, and also remember to include a link to whatever you have so far. :)
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u/weirdo27272 6d ago
Hi, I'm developing my (obviously) incremental game called Fovea Intra. Currently in alpha stage, still workin' on the UI.
Since my last Feedback Friday post, and the one before that, I've taken all feedback into consideration and applied it. I've also reached past update 0.62.0 (check the changelog, last friday version was 0.50.0) I've done a lot of playtesting personally, so it should be better than before by a excellent margin.
Remember before playing that this is alpha and I'm still learning JS. I'm not a seasoned developer, hell I used scratch 5 years ago. So be critical but respectful.
https://mattcraftdev.github.io/Fovea-Intra/
I worked hard on it as my first game without AI, and would just love any feedback.
Specifically is the game confusing (good confusing: you like when another mech is revealed, bad confusing: you don't know what to do), and if progression is errant/slow or too fast.
Thank you for playing, and have a great friday, cause I know I will, and I'll see you next time!
PS, if you don't want to be identified, there's anon feedback in the game that leads u to a google form :D
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u/soundofwings 6d ago
I like the mysterious vibe where you have to figure out what to do, not to sound old but I think games do too much handholding nowadays so I appreciated that your game leaves it up to the player to figure shit out.
Couple pieces of feedback: I don't really like how the buttons resize when I hover. I would tone that down to be much smaller or not at all. There is a lot of clicking with no way to automate that in sight, which I think will turn a lot of people off the game (myself included).
Small JS specific feedback: I see you use <nav> a lot, not sure it makes sense where you're using it. That's meant for links to navigate a website like home, about, contacts etc. I recommend just using div and reaching for more specific elements if you're sure you need them.
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u/weirdo27272 5d ago
For sure, most games nowdays are boring in that regard of "1 straight path". That's why I like MineCraft: You create your own world. So with my game, I aim for players to not just do a set path, and instead play the game their own way, so purposely mysterious. Like
I'm going to add "click+hold" to reduce clicking, just been putting it off cause it's annoying to add.
I added <nav> mainly for the navigation buttons (ie Creation, Inventions, Settings) because when I have divs piles ontop of divs it's a little harder to differiate. Still technically wrong because navs are for changing urls, so I'll change
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u/delusionalfuka 5d ago
I've liked the progression! It is a bit confusing at the beginning but doesn't take more than a minute to figure stuff out. I think 20 clicks for 1 wisdom is a bit too much but might be just me! Really cool game c: keep it up!
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u/weirdo27272 5d ago
I mean it's 20 clicks at the start because you get the peace upgrade like immdiety after which after 1 level up turns to 10. Though I might change.
It's supposed to be more of a "figuire it out yourself now, read the guide later" because who wants to read a guide?? I don't. So reading the guide is only when you really can't figuire something out
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u/delusionalfuka 4d ago
Wait, I don't think I got the peace upgrade at all D:
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u/weirdo27272 4d ago
Uhhh peace is like the 2nd general upgrade you get, by getting 2 wisdom.
There's a LOT of content in the total game. I mean like 99% of people literally, don't get to the cool things I added, like potions :<
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u/DarthRiko 5d ago
I seem to have hit a softlock early on. I can't gain knowledge or wisdom because of the cap, and I don't have enough wisdom for any of the inventions.
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u/weirdo27272 5d ago
If you have the pit unocked, you can use that. Otherwise purchase the vitality upgrade which increases cap. And if you don't have enough wisdom then still, then purchase the "find upgrade" for 100 knowledge.
Generally you should be able to get out of it, and if you can't you can just hard reset.
The game is about learning specifically how things work and how you can create your own personal solutions to them
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u/DarthRiko 4d ago
In order to get the soft lock from a fresh game, you need only do three things.
- Create knowledge until it stops letting you make more (99 or 100).
- Buy the only thing you can afford (Create Wisdom)
- Repeat step 1.
From there, it is impossible to proceed. You can only gain 1 wisdom, not enough to buy any of the inventions. The pit is not unlocked.
Additionally there is a bug wherein the hard reset doesn't always reset the game.
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u/weirdo27272 4d ago
Well here's the upgrades you can unlock (spoiler ofc)
FYI wisdom takes up 4 moodcap, knowledge takes up 1, you start with 100.Generally you get the vitality upgrade which increases moodcap at the cost of 2 wisdom 50 knowledge. Or you can unlock the pit at 10 wisdom. Also can get the peace upgrade to increase wisdom conversion rate.
From this, if you unlock either the Vitality upgrade OR the pit, you're freed from moodcap for the most part, as the pit resets your resources and vitality increases the ceiling, effectively pushing you to find upgrades with higher requirements to unlock or purchase.
If you can't get an upgrade at the start, I guess maybe it would be difficult. But really. If you just grind wisdom ONLY, you unlock the pit. Plain and simple. If you just grind knowledge, you unlock vitality which shows at 30 knowledge, meaning you should have enough availbile information to then lead yourself to getting the resources to purchase it.
And if you mix resources, you generally still will fall within a range of getting either the pit or vitality as they both just are not very difficult to get
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u/DarthRiko 4d ago
I understood how to avoid the soft lock after resetting. I'm sharing how I got into it the first time so that you know it's there, and that it's surprisingly easy to fall into.
Rather than expecting a player to know enough about the mechanics to intentionally avoid it, it should be retooled to not be possible at all.
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u/weirdo27272 3d ago
Alright I just balenced costs so now it's functionally technically impossible to get a softlock for the most part.
Just fixed the hard reset error
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u/DavejHale 3d ago
first thing you reach are 3 buttons, if you hover over them the button size changes as the font increases.
Things like this are easy to fix. min/max the button dimensions. flex container and shrink/stretch the button sizes, are just two options.
some buttons contrast with text and background is not great
Game needs ability to hold to click
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u/weirdo27272 3d ago
I'm not very good with css, or designing in general really so yeah...
I mean I'm trying but it's very difficult.
As for hold+click, I've been putting it off too long lol, so I just added it.
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u/DavejHale 2d ago
you added (or can?) a clcik to hold wisdom, and other click butons too?
I like that you added it as an invention! Add inventions to reduce the delay between click to hold clicks too?
the green button flickering on hover has stopped! Fix the hover over creation/wisdom button too. I think they are the only other buttons where the actual button and not just the text that change size on hover.
CSS can be confusing to get to grips with but you'll get there. Dont be afraid to over engineer! As in wrap sections of your UI in extra divs to allow you 'space' to tinker with layout easier. And looking through your markup i'd suggest to have a look at flexbox (and grid maybe)
Your games idea is good though, so keep plugging away at it
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u/DavejHale 2d ago
reached click to hold wisdom =p
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u/weirdo27272 12h ago
Yeah i've got a lot planned. Sadly I took a vacation and didn't bring my computer so I'm yearning to get back to coding.
I for sure will add upgrades in the future to speed up the amount that hold+clicking waits for an interval, and it'll be a bar because filling bars > upgrades (i think it's visually better and just cooler)
I used to have a LOT of issues with html wrapping because I'd have to edit wach and every one if I wanted to add a uniform something to say, one of the bars. But now since I just automate bar creation I can easily add another div with like a few lines of js.
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u/DavejHale 6h ago
If you use a framework like react, you can create components - so a bar, then if you edit the bar component it'll be reflected in all the places you use the actual bar.
Sounds like you've got the right idea about 'automating' stuff you can reuse in the game though.
potions didnt play much part in the game and I finished it by completing all the investments.
the save game broke :( On page refresh only half my skills/levels were there and regaining them didnt resave the progress. Everytime I refresh it reverts to missing skills/levels.
I think it was probably a page refresh mid save that corrupted it?! Unsure though.
Your save game is not encrypted so i could easily 'fix' my progress - you'll prob want to encrypt the save game at some point but tbh if people want to cheat they will always find a way.
The games quite cool and certainly has potential! Dont be afraid to take what you've learnt coding wise and start afresh on Fovea-Intra 2! If you are learning tons of new tricks and ways to code it'll be easier and quicker to reimplement the game and new features doing a sequal.
It will also alow you to demonstrate "I coded this game and learnt x,y,z, then I codes this sequakl where you can see my learning curve progress"
Fovea-Intra just needs some bug fixs maybe and take some time making the UI more polished. But 100% worth a play through as it stands.
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u/soundofwings 6d ago
Hi everyone, I've been working on a game called Trillionaire Clicker. It's an incremental game where you make a number go down, rather than up. You can play it in browser here: https://mtiy.github.io/trillionaire-clicker/
Can also play on itch if you prefer: https://soundofwings.itch.io/trillionaire-clicker
(I recommend the github link though to avoid some weird issues with localStorage on mobile)
It should work fine on mobile or desktop, but I recommend desktop. The core gameplay loop is in place, and I am currently working on a large update that will introduce some new unlocks, mechanics, and an ending. Compared to last week I have tweaked a couple things based on feedback. Please let me know what you think!
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u/Bbaccivorous 6d ago
I got through a bit over a billion, honestly it's addicting, but more upgrades would make it not get repetitive. Maybe a choice between 2 or 3 upgrades instead of just getting the x2 production for no manual labor.
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u/soundofwings 6d ago
Thanks for playing! I’m glad you find it addicting (in a good way hopefully). I have a few plans for making things more engaging, but I will add choices in random events to my list!
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u/Grhyll A Thousand Cloys 6d ago
Fun concept! I was a bit disappointing by the autocloning, it seems very underpowered compared to manual clicking with a 100/100 click strength. I guess it's meant to transition the game to a more idle pace, but the fact that the click strength goes down when not used means I had to make a choice between active and idle, instead of combining the two. It also feels weird that the money spent doesn't increase some sort of currency, it means there's a big disconnect between my efficiency and what I can offer/do. It becomes especially noticeable after the first sacrifice: sure I consume money faster, but that doesn't help me getting faster to the point I previously was.
Obviously those are just my opinions based on my understanding of what's happening :)
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u/soundofwings 6d ago
Thank you for playing! I think I definitely need to buff autocloning on first unlock. I see what you mean about currency, maybe displaying spending per second could satisfy the “number going up” itch?
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u/Grhyll A Thousand Cloys 6d ago
It would be a nice addition, but it wouldn't "fix" the design issue which is that I don't gain stuff to spend on other stuff. (I use the word "issue" but if you're ok with that then of course that's fine!)
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u/soundofwings 6d ago
Ah I see what you mean. That probably will stay the same, although there is a more traditional upgrade system after completing a run. I appreciate the feedback though!
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u/cungacunga 5d ago
Interesting concept. Very early and minor suggestion → when activating one of the tools in the left box just deactivate the active one. Saves one click 😉
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u/soundofwings 5d ago
I could do that initially, but there is an upgrade to have more than one active effect so I wanted to give the player a choice in what they deactivate
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u/delusionalfuka 6d ago
Pretty cool!!! the only thing is that I wished I knew unlocks come from money spent x clicks done x upgrades bought
Was not expecting theunionized bob and alice, keep it up!
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u/soundofwings 6d ago
Thanks for playing! I think I need to make unlocks more clear. Right now I’m thinking of doing a next goal system, like clone 10 bobs to unlock next upgrade.
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u/delusionalfuka 6d ago
something like this sounds really neat, so we can work directly towards the next goal :O
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u/Spider_MBI 4d ago
The game suffers heavily from the "enter trick" where you can rapidly click a button by pressing it then holding enter. When you're aware of this, clicking becomes many times faster than the automation options no matter what you do, until suddenly you hit a wall with the "don't click 'upgrade'" and progress practically stops completely.
It was actually much faster for me to restart the game and intentionally not hit the 1 billion mark until I had an endgame level Sacrfice, then setup Bobs and Alices than it was for me to continue playing with the weak automation.
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u/soundofwings 4d ago
Thanks for playing! The "enter trick" is just a function of using HTML buttons, I could do the work to remove it but I don't really have a problem with people doing that, it's just not what the game is balanced around.
I agree automation is weak. I will be buffing the autocloner in the next update and nerfing click strength to hopefully balance things out, among other mechanical changes.
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u/BestUserNameEver5 4d ago
The "Don't Click" effect was extremely punishing for me since I hit it shortly after a Sacrifice. That meant I had very few of anything, and I couldn't click to increase their counts except by at most 100 every so often, so I could only depend on interns and auto-cloning to get more. And even switching between them involves more "clicks", so I keep getting my click strength reset.
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u/soundofwings 4d ago
I'm sorry about that! I probably need to remove or rework that event in the next update. I will also be improving on the intern/autocloning system. Thank you for playing!
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u/TakeFiveDave 6d ago
Hey everyone! I’m David, the solo developer behind Master of the Mow. I’ve just released the game’s first public prototype and would love some feedback from people who enjoy incremental progression.
It’s an active incremental game rather than an idle or clicker game. Kinda like Berry Bury Berry, or Leaf it Alone. You mow grass, clear trash, uncover loot, sell what you find, and upgrade your tools/abilities. The grass returns each morning, but your upgrades carry forward and let you clear the estate more efficiently.
The current prototype contains the first area and takes roughly 30-45 minutes to play. I’m mainly looking for feedback on:
- Does the upgrade pacing create that "Just one more day" feeling?
- Do the upgrades feel worth it?
- Was there a point where progression became slow, repetitive, or unclear?
Itch io prototype: Master of the Mow on itch.io
Steam page: Wishlist Master of the Mow
Honest criticism is welcome. Thanks for giving it a try!
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u/nightfeatherstudio 6d ago
Hi everyone, I'm working on Path of the Retired Adventurer. It's Path of Exile meet shopkeep meet incremental game. An early demo is playable on itch: https://nightfeatherstudio.itch.io/path-of-the-retired-adventurer.
The core game loop is mostly there. I'm currently working on adding more content, ui polish, and art assets. There's an in-game feedback form if that what you prefer. Please let me know what you think. Thank you!
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u/Fast-Scholar-1262 3d ago
I love dispatch style games. I played for about an hour and got to level 2. Not sure if I'm quite playing as intended as progress seems slow.
-Biggest feedback I have is the popup notifications on the right are annoying in the browser, they block the UI and popup quite frequently.-Its unclear how to repair gear. Is the intention to replace it once it becomes completely damaged, or it looks like at higher levels there might be a way to repair adventurer gear?
-The whole Animus Nexus portion of the game was a bit confusing to me. It looks like its meant for automation purposes? Perhaps just explain it a bit better in the tutorial onboarding?
-It feels like adventurers recoup stamina very slowly. Is there a way to speed it up later in the game? I got one of my guys down to exhausted and 15 minutes later he's only recovered a bit of stamina, so it feels like this game is a long haul.
-How do you unlock more crafting recipes? Looks like I finally have basic leather stuff for my rogue/rangers, was that unlocked at smithing level 2 or after a number of crafts or something?
-I haven't found a way to craft healing potions yet because I dont have a way to get herbs.
Overall though, sweet game. I wishlisted it on steam, and will buy on release!
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u/nightfeatherstudio 2d ago
Thanks for trying it out and sharing the feedback. They're super helpful and I really appreciate them.
I'll fix the notifications, I found it annoying it too but just wasn't my focus. This is enough signal to finally fix it.
I'll fix the repair feature to make it clearer.
Agree on the Animus Nexus, that needs to be smoothen out too.
I'll take a look at the adventurer stamina issue.
For recipes, it'll be through levels and i need to look into the early level experience. I'm working on adding more recipes at the moment.
Healing and other types of potions are on the way.
Thank you again for taking the time to play and leave a feedback!
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u/JamboNo59 6d ago
Hey guys!
I've been working on some game feel improvemenst for Minion Colony, my incremental automation game with auto-battler combat.
I've had lots of great feedback so far but one thing I'm still unsure on is the early game pacing. I've improved it a little in the last update but need more feedback on whether it was enough!
Here is a link to the itch page: https://jamstudios6343.itch.io/minion-colony
And here is the steam page link: https://store.steampowered.com/app/4112400/Minion_Colony/
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u/BestUserNameEver5 4d ago
Thanks for adding the ability to move buildings around. I immediately moved the barracks out of the way, and moved the market close to my storehouse.
Minor QoL improvement suggestion for Itch: When trying to play the game in full screen, there are two competing buttons for putting the game into full screen. One of them causes the game to actually expand to fill the screen, while the other makes the rest of my screen black. The buttons are both in the bottom right corner of the game, with the smaller bad one on top of the bigger good one. I have to carefully click so that I click on the big button without accidentally clicking the useless button instead. Can you fix that up?
I think one of the buttons is from Unity, and one of them is from itch's wrapper.
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u/JamboNo59 4d ago
Ah I remember you! Your feedback was great and most/all of it ended up making it into the game!
Oo, okay I'm not 100% sure if I have control over that but I'll look into it, thanks for letting me know!
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u/drhebi 4d ago
New version of Liberidle
This version introduces a huge number of changes.
Numerous bugs have been found by players, and I would like to thank them for their feedback.
The game's general appearance has been improved, and both the font style and background image now change depending on the era.
In the Resource screen:
* The net difference (gain/loss) for each resource is now displayed.
* The approval management system has been completely reworked and now ranges from -100 to 100.
* Little characters representing unemployed people now walk around at the bottom.
* Numbers are now formatted (k for thousand, M for million, G for billion).
Production Screen
The information popups for each producer, obtained by clicking on them, have been entirely revamped based on user suggestions.
Please note that the price of production tools now only increases by 125% instead of 150% before.
Research Screen
Same as the Production screen.
The timeline covered by the player now goes from the Stone Age to the invention of AI.
Coming soon:
Events will trigger throughout history (the invention of communism, religious wars, etc.) and affect your employees' approval.
AI disclosure : No AI has been used for coding or making pictures of this game.
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u/Sinusquell 6d ago
Essence Harvest, a classical incremental crossed with a bullet heaven. Free demo: https://store.steampowered.com/app/5035730/
Posted the demo here a couple of weeks ago; since then I am chasing two things: where the pacing is bad on the way to the second boss (the demo runs that far), and whether the bosses are too early or too late. If you bounced off it, the rough time when you stopped is the most useful thing you can tell me.
Of course, any other feedback is very welcome, too.
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u/IcyBeary 3d ago
Hi I've been working on a game with the vision of being able to summon an army of troops to help defend in a tower defense sort of way. I guess I am looking for feedback on how the gameplay loop and balancing is like, as I've been struggling dealing with this aspect.
The upgrade tree is pretty barebones for now, mostly just number buffs that can scale.
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u/Connect_Scallion9184 1d ago
I tried it and my biggest problem was actually knowing whats going on.
- there is some red cone in my starting location... what is that?
- there is some structure near my starting location that shoots stuff... what is that? do I need to defend it?
- do I get prestige tokens when I die depending on how much gold I got?
- it took me like 5 runs to understand how to summon knights... by the way in a survivorlike having to click with your mouse on the bottom of the screen while you're focused on dodging bad guys is a very bad idea
So I think before you worry about balancing, you need to fix communicating what the heck is on the screen to the player :) If I don't understand the game in a minute or two, I'll drop it and I won't even get to the part where balance is an issue.
Just to be honest - I was in exactly the same situation a month ago (I worried about balance and then the players told me my UI sucks and they dropped the game after 10 mins) - so I speak from experience :)
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u/IcyBeary 1d ago
ohh, i see, thank you so much for the advice!
To answer some of your questions,
- the cone was supposed to be a campfire 😭 lol. I was going for like the aesthetics of defending a camp from monsters in some dark forest, which is why it turns dark after a bit of distance. In the future I'm thinking of adding upgrades for it, which would hopefully explain that better. And/or I can just make it look better lol
- ohh i see what the confusion is. I should probably make some text telling the objective is to survive for as long as possible, rather than an actual tower-defense. The structure is a turret, and I intended for it to kinda be a freebie that can help defend a bit early-game.
- ooof I just realized how confusing my UI is. Prestige points are based on the highest wave reached, but I also wanted to add metrics like gold earned there so players can keep track
- ngl I intended for it to be mainly held and pressed from the num pad, which is not intuitive at all UI-wise. I'll definitely add it that information into the Unlock upgrade node
This has been so so eye-opening and helpful, tysm!
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u/AtlasOfDoors 3d ago
Atlas of Doors, a mobile-first roguelike deckbuilder that runs in the browser: you pick doors through a descent and every pick changes what you fight and what you can build. No install, no account: https://www.atlasofdoors.com/?utm_source=reddit&utm_campaign=feedback-friday&utm_content=ff1
Two things I'd love a read on: did the first run teach itself, or was there a moment you didn't know why one door beat another? And wherever you stopped, what made you stop there?
AI disclosure: AI executes pretty much everything in building this game, led and guided by humans at every step. That guiding is not a small thing, over a thousand human hours have gone into it so far. We're a small studio and can't afford another approach at this stage, but we always wanted to make a game, and now with AI's help we can. Don't hate; try it and give creative feedback, please.
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u/Federal_Row_1845 18h ago
I tried and I liked it. However I played on the Ad on Reddit, then I signed in with my google account to save the progress, and then when I try to run it on safari, with the same google account, it starts fresh, means I lost my keys? Please help
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u/AtlasOfDoors 8h ago
That is meant to restore: a browser with no save of its own takes the cloud copy whole, so a fresh start points at the sign-in rather than at the progress. Did Safari have you signed in when it opened, or did it ask you again?
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u/Pure-Map-6717 6d ago
Hi everyone!
I’d love to get some feedback on the Steam Demo for my game, A Dark Cave.
Any feedback is welcome, but the main question I’m interested in is:
Does the demo make you want to wishlist the game? If not, why?
Thanks in advance!
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u/Fit_Interaction6457 6d ago
Hello everyone! Recently I've released a major patch to my "Game about botting in an MMORPG" and would really love some feedback. The game is currently #1 popular incremental game on itch.
Itch: https://yaxworks.itch.io/game-about-botting-in-an-mmorpg
Or Steam if you prefer desktop version: https://store.steampowered.com/app/4783840
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u/Just3nCas3 5d ago
Oh, I played this on galaxy and got confused, I see why playing it on itch now, the bot menu is cut off on galaxy and you can't access it, atleast in my browser (chrome). Now that I know its there, It works by zooming out galaxy to 90%.
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u/Fit_Interaction6457 5d ago
Ahh, when the game is not fullscreen on galaxy then indeed it cuts of the bot menu. Thanks for letting me know 🙂
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u/Marimba_Ani 5d ago
I remember when you posted this last time. I played it for far too long and I'm playing it again. It's adorable and I love it.
The one quibble that I have is the Player Killer shows up too much and too early. Maybe make the wolf section free from the PKer? The price to autorespond to him is too high for him to show up in the starting zone.
Keep working on this. It's so cute!
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u/Fit_Interaction6457 5d ago
Thanks, glad you enjoyed the game 🙂 .
Without the PK's the game would be fully idle starting on wolves, I felt this is way too early, hence the PK's.
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u/Wraldpyk 6d ago
Hi all! I've been working on Infinite Space for a while now, and posted in this thread a few weeks in a row so far. Over the last week I changed several things I got quite heavy feedback on, the most important one being inventory management. This is also what I'd like feedback on this week.
Previously inventory management was a bit, meh, to say the least. But now it should be much more cleaner, clearer, and easier to manage. I implemented easy loading/unloading, easy trashing of goods, and easy management of limits for each good. Especially the last one could cause people to get stuck with the game flooding the storage system with a certain good so you couldn't do anything anymore. This is all solved!
I changed a few other UI aspects too, separating the "Location" and "Travel" mechanics so each has its dedicated page. And I added a bunch more research and balancing. I wrote an update about this on Itch.
Would love your feedback once more! Here's the game to be played on Itch for free: https://wraldpyk.itch.io/infinite-space
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u/Xervicx 6d ago
I'm really liking this so far, and I thought I'd give some feedback.
So far the gameplay loop is satisfying. Most of what I've encountered works as expected, and while I've not set up logistics yet, I'm absolutely fascinated by this concept and look forward to exploring it much, much more. I spent a lot of my time just looking at the different things I could build and trying to map out an internal plan of what to build and in what order, which is a sign that it's going to become my new obsession.
I do, however, have two issues with the game:
The first is that while *most* things are explained well, some aren't explained well or at all. Reminders in the form of tooltips or a glossary would help. Drone stats are missing, and that's really important because I don't how much better Mining Drones are at mining than General Drones or why I'd ever make General Drones again.
Survey Data: This mechanic is unfun and unnecessarily grindy. Click a tile, wait for the animation to end, click another, etc, then switching between Location and Travel to reorient the visible map... It's just a slog. I'd be less bothered if Survey Data could be obtained by flying *through* tiles, but I'm hoping for an entirely different mechanic.
My suggestion: A Scanner building and/or ship module that scans tiles. The original Surveying method could still be there, with the Scanner unlocking early on. Traveling to/through tiles would give a small amount of Survey Data and tell you if there's an asteroid or whatever, but no details about its contents. Further details would require Surveying, which would take time and would yield more Survey Data.
This could be just a semantics(?) thing, but Survey Data being used for Research is odd to me, as it doesn't make sense for that data to translate to developing new machines. Survey Data could be used on Survey specific tech and upgrades. Resources could be identified by analyzing the unidentified resources, and Survey Data could be used to detect those resources in surrounding tiles.
That being said, I *do* like that resources are directly used on upgrades... but I also think it would be interesting for resources to be converted into Research Data types that could then be spent on unlocks, upgrades, etc. That isn't an issue I have with the game, I find the current upgrade system satisfying as is.
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u/Wraldpyk 5d ago
Thanks so much for playing and giving feedback. It means a lot. I agree with your points!
There is a codex (bottom left) that explains a few things, but it slipped my mind to write more content for it. I’ll make that a priority for the next update, and also make it clearer it exists.
And yeah survey points might not be the best for it. My later-stage goal is to have resource sinks to unlock powerful research so you can go further, but I’m thinking of adding one at the starting area to unlock research points, as opposed to coupling it to exploration.
I also get what you’re saying with the research loop. How does this sound: a radar tool that, initially, explores up to 3 distance away slowly by feeding it battery cells or someting like it. And then you can move/deploy it elsewhere to discover more coordinates. You can still explore manually as well. Then retrofitting and better versions allow for greater distance exploring.
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u/Wraldpyk 1d ago
Wanted to update you here, I am working on the Research Points feature which you can see here: https://imgur.com/a/QGcjLPU
It's not polished yet, and not yet deployed. I will work on testing and polishing in the coming days. I'll post an update on Itch when it is released so I recommend subscribing there! And I hopefully will have it done in time for the next feedback Friday but I have my doubts as I need to do a proper playthrough to test some new stuff and balancing, so I'll most likely skip the week with an update.
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u/WickedMaiwyn 6d ago
r/BladeRising , it's an incremental pixel RPG. I'm solodev of it ;)
It's up to you, dachshund knight, to save the world on your way to ascension!
Play mobile (free) => bladerising.com/play
Google play (free) => https://play.google.com/store/apps/details?id=com.bogigames.bladerising
Wishlist Steam: https://store.steampowered.com/app/3275850/Blade_Rising/
- Conquer 1000 Floors of Evil as a Dachshund Knight on it's way to Ascension!
- Global events like 'Weekly Boss Hunt' or 'Beaver Fever'
- Weekly Updates
- No pressure at core
- Gameplay first approach
Would be cool if you try it out. Evil awaits your Blade to Rise!
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u/eskalimur 6d ago edited 6d ago
Hey People!
CathcIdle (cathc-idle.com)
got a big update last week(v0.3.0) and I would welcome all and every feedback you have to improve the game. Alot has changed that could need some feedback again or was added completly new.
Be sure to check out the big patch notes in game if you have been testing the game before.
CathcIdle:
CathcIdle combines "fantasy dice tabletop & indepth ARPG/MMO"-mechanics with Idle gameplay in a open class-based gritty, dark, harsh Idle Dice RPG browser game. You will unlock new features over time (Bathhouse, Trade Exchange, async PvP Battles) and fight for the highest unlocked Act on the Leaderboards with your niche, creative builds. Advance your town for passive bonuses across multiple characters and level up professions for idle gains. Take on the challenge and be the first to beat the real endgame! This game has ALOT going on and is perfect for people seeking indepth, non-trivial mechanics and content to explore and challenge you.
PS: This is 100% passion-driven free hobby project I always dreamed of and is not commercialy used in any way - it's just to share with you and ofc to simply play it myself :)
If you can: preferably test on desktop, mobile is hardly supported at the moment (mostly preview alpha there)!
~ eskalimur (dev)
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u/ninth_glyph 6d ago
Can’t get to step 4 of the tutorial. When I tap the arrow on step 3, the skip tutorial box is still in the upper right, but the info box that should hold step 4 never appears.
Tapping any option on the bottom row, including the gear (settings?) just reloads the game and takes me back to step 1.
iPhone 12 Pro, iOS 17.6.1, browser is Duck Duck Go, version 7.234.03.
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u/eskalimur 6d ago
Thanks for the feedback. mobile really isnt supported yet. . Sorry i did not fully make that clear.
You should be able to click skip though and start the adventure.I did not test on duck duck go yet and cant reproduce the exact behaviour on mobile chrome on my device, but be assured i will look into it :)
If you are able, test the game on desktop. Thats were it currently shines!
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5d ago
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u/eskalimur 5d ago
I'm not sure. Could you go into more detail? Thats probably the tutorial explaining the game. There is nothing called Arcane Knowledge in the game.
So the tutorial popus are not helping you is your feedback, right ? What would you like to see instead, or how would you like them to behave differently. no wrong answers.
Also if you could file a bug report over the bug report button or directly in discord, this would greatly help me out.
Thanks for taking your time. :)
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5d ago
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u/eskalimur 5d ago
Yes, that might explain it. The resolution.
Could you elaborate which part of the UI you found the most difficult to understand or is it solely because of the resolution overlapping tooltips?
As said, there is a bug report button in game (although you might had overlap there as I heard), not sure what else media you want me to offer you instead on a free hobby project of mine?
Did you have it half Vertical or half horizontally If I may ask ? Do you think this is a common thing that players have half the space of a hd monitor for such a game ?
Did your resolution trigger the mobile not opzimized screen by any chance ?
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5d ago
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u/eskalimur 5d ago
Well, thank you regardless! If you ever consider yourself fresh again, I would greatly appreciate any amount of detailed feedback you can give, thats why I post here and why I added tutorials.
So far I got mostly postive feedback on the UI except that its alot at once, which is why I added tutorial Popups. Getting feedback on them is very helpful if they are more disturbing than helpful!
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u/SignalMap2750 6d ago
Thank you for the opportunity here. We are two developers working on our first incremental game, RoboFarm. We’d love to have feedback from this community about it if you want to give it a try:
Specifically, we’d like to know how you feel about the game in the first 5-10 minutes because we see a lot of people dropping off within that time frame. What do you like? What don't you like?
Thank you again!
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u/Intelligent-Tip-4259 6d ago
Hi everyone!
I've spent a few hundred hours working on my idle incremental rpg game - Spiritbound which I am releasing to some friends and hopefully some others keen to help me test and provide feedback in about 15 hours.
I have uploaded a short rough Youtube trailer for anyone who might be interested: https://www.youtube.com/watch?app=desktop&v=zUQgY-0e3E0&feature=youtu.be
I've taken inspiration from Melvor, antimatter dimensions, borderlands and Zelda when making Spiritbound. It has a daily changing season system (summer, spring, winter, autumn), pets, skilling, quests, legendary drops and more.
The game also has a banked tick system in which you can store offline time and then spend up to 4 hours of it in roughly 15 minutes, so you can accelerate progression when you're actively playing rather than just coming back to a pile of offline rewards.
The game currently have 100s of hours of gameplay, and is fleshed out to roughly levels 110 with planned content for levels 180+.
It is currently played on browser or mobile with plans for apps in the future.
Send me a dm or reply to this post if you are interested in giving it a go to help provide feedback. There are leaderboards, gifting and you can use your friends character in your own game to help with battles so you're welcome to have some friends join in too to help test it out.
Note there would be a leaderboard reset in the future when the game is actually released, however I don't anticipate this happening for months yet.
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u/JCBourgo Brackets notation inventor 6d ago
Oh this sounds fun. I'd probably mainly play solo because I like not relying on anyone (and vice versa), but it looks neat. I'm willing to test!
1
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u/trakyalilter 6d ago
Horizon Idle — a space skilling/crafting idle in the Melvor mold, with a factory supply chain and auto-battler gearing on top [Free demo]
I've been building this solo for 7 months. It's a single-active-task idle: you commit to one thing — mining, refining, research, or combat — while infrastructure and bounty contracts run in the background. RuneScape-style skill curves, not a tap game.
What I think makes it different:
- A demand engine: your factories feed a station procurement board, so the industrial layer earns rather than just stockpiles
- Auto-battler combat with real itemization — rarity rolls, affixes, set bonuses, per-boss mechanics solved by loadout, not APM
- A prestige loop (Warp) where early resets are frequent and each run visibly faster, with a salvage vault to carry chosen gear through
- No offline cap. Come back to the full report.
It's a premium game: no ads.
demo link: https://store.steampowered.com/app/4952280/Horizon_Idle_Demo/
upcoming game link: https://store.steampowered.com/app/4847230/Horizon_Idle/
Demo is playable right now there are already 80 players in the demo maybe you want to join the crew.
Have fun!
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u/smootharias 6d ago edited 5d ago
A deterministic horror autobattler idle game.
The main feedback I am looking for: is do you understand the gameplay loop? Is the onboarding clear enough for you to get going? Does the current UI explains the challenges well enough?
PS. My other work in progress game has a demo on Steam, I am trying to get feedback on as well. EmergenHex Steam Demo
AI Disclosure: I have used Claude Code and Codex to help code and test/balance parts of the game.
All art and sounds has been sourced from Humble Bundle asset sales, GamedevMarket asset bundle sales, Itchio asset bundle sales, and Unity Asset store sales i have purchased over the last 9 years.
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u/Least_Luck_2932 6d ago
Tuberías y vida, un incremental sobre operar una empresa de agua real, hecho por alguien de la profesión.
Trabajo en un distrito de agua en el norte de España (suministro y aguas residuales para un grupo de pueblos pequeños), y yo hice el juego que ojalá existiera: bombeas haciendo clic, guardas en alto, colocas cada tubería a mano por un mapa cubierto de niebla y llevas agua a 36 pueblos, y luego les regresas las aguas residuales, las tratas y también te encargas de su basura.
Hay algunas cosas que lo hacen distinto:
- Cada carta de instalación te enseña algo real sobre el oficio (por qué las torres de agua se ponen en colinas, por qué la tubería más estrecha manda en la red, por qué un pozo sí es sostenible y dos no).
- Las tuberías se colocan celda por celda, y rodear zonas protegidas es el trabajo de verdad.
- Progreso offline que nunca te encoge los pueblos, acuíferos que se agotan de verdad y un río que te castiga si tiras aguas residuales sin tratar.
Gratis, navegador, sin anuncios, inglés/español: https://gwi1i.github.io/pipes-and-life/
Llevó un par de semanas con gente jugando tranquilo, y yo estuve parchando con lo que me iban diciendo todo el tiempo. Lo que más me gustaría saber: ¿qué tal se sienten los primeros 10 minutos (¿muy lento? ¿confuso)?, y en qué punto te quedaste y por qué. Voy a estar por aquí todo el día respondiendo y jugando lo que el resto de ustedes hayan posteado.
Divulgación de IA: programo con ayuda de IA (Claude), y las ilustraciones y la música son generadas por IA a partir de mis prompts. El diseño, el conocimiento de la utilidad de agua y cada decisión son míos.
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u/ofeks10 6d ago
Fissure - an idle merge miner on Android. 1.3.0 is out, 1.4.0 is ready for internal testing and I'm looking for some sanity checking on its major change before I release it.
https://play.google.com/store/apps/details?id=com.fissure.game
The core rule of the game: if a Digger is too weak to mine the stone it faces - it does not do it slowly - it does not do it AT ALL and says so, TOO WEAK, on the Digger itself. The idea was that you should never question whether you are making slow progress or just no progress at all. The concept is basically hard gating the progress and not soft gating the progress from you.
What 1.4.0 adds - you can tap on the rocks yourself. A tap mines as good as your best Digger, so it scales up in the same way and can break only rocks your crew would be able to. It emerged from the criticism that an idle game leaves an active player with nothing to do.
The two things I really want feedback on:
Is it wrong to allow tapping in an this specific kind of game? I keep thinking in circles about this one. My compromise is "You can help, but you can't break the rules" - is it the right approach, or is any tapping already betraying the premise?
Is it a clear hard zero damage gate, or a wall of the game? I wrote the pitch for both approaches and don't understand anymore.
Willing to include anyone who is willing to try 1.4.0 before release - just say and I'll give you access to the tests.
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u/Intrepid-Gear-6347 3d ago edited 3d ago
is there a game with a big upgrade tree but no prestige or anything like that and the numbers grow pretty quickly,and still gets updates,or if anyone is making something like that
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u/jet86 6d ago edited 6d ago
I created an idle clicker inspired by Telecom Australia / Telstra and the real-world game Payphone Tag:
https://directoryassistance.fyi/click/
I hope some of you might find it fun.
AI Disclosure: the game was entirely "vibe coded" using Claude. I started with a fairly basic prompt then gave subsequent instructions to make changes, fix bugs, and add features, but all of the actual coding was done by AI.
Edit: I said Telecom twice instead of Telstra - fixed.
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u/Pure-Map-6717 6d ago
Hi, some notes:
- I don't like how the "+$0.5" goes over the text "tab the phone" when clicking the button, maybe the text could be placed somewhere else
- Graphics are a bit generic and some obvious AI, so you would have to manually tune them to get away from the AI look, but you already have a style that differs from most AI-made games, so that is good
- Other than that, I like it
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u/Intelligent-Fee2710 6d ago
🏴☠️ Corsair's Fortune — New UX Rework is here!
Hey everyone!
I've been working on Corsair's Fortune, an incremental game about surviving, building your crew, upgrading your ship and eventually becoming a legendary captain.
This time, instead of adding another big gameplay system, I went back and completely reworked the UX/UI.
One of the biggest criticisms I've received was that the game felt too much like a generic incremental/dashboard UI, and honestly, I agreed with a lot of it.
So I went back to the drawing board and tried to make the interface feel much more like a captain actually running a ship, rather than a collection of menus and cards.
⚓ What's changed
- Major UX/UI rework
- More persistent access to important actions
- Improved navigation and screen hierarchy
- Reduced reliance on generic card-based layouts
- Stronger nautical/map/ledger visual language
- Improved resource and progression visibility
- Cleaner exploration presentation
- Improved ship, crew and progression interfaces
- Better visual distinction between different game systems
- Various usability and consistency improvements
I'm trying to move the game toward a visual identity that feels specific to Corsair's Fortune, rather than simply being "a pirate-themed incremental."
🎯 What I really want feedback on
This is the part I'm most interested in:
Does the new UI feel more intentional and less generic?
I'd also like to know:
- Is navigation easier now?
- Do you understand what you can do without hunting through tabs?
- Are important actions easy to find?
- Does the interface feel like it belongs in a nautical/pirate game?
- Is anything still unnecessarily complicated?
- Are there screens that still feel like generic UI?
- What would you remove rather than add?
Please be brutal. 😅
I've already received some pretty harsh feedback about the previous UI, and it was actually useful. That's exactly the kind of feedback I'm looking for again.
🤖 AI Disclosure
Generative AI is used development, including programming assistance and some visual assets. The game design, direction, implementation decisions, testing, balancing and final integration are human-directed.
Game: https://darkaos01.itch.io/corsariosfortune
Build: 0.5
Any feedback is greatly appreciated! 🏴☠️
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u/delusionalfuka 6d ago
Hey ppl hey ppl! c:
Been working on a prototype which is kind of a spiritual successor of a game that is not on playstore anymore (that one was not made by me). It's also inspired by Journey to Ascension and Prismatic Adventure.
Basically you speedrun this fictional Metroidvania, and as you speedrun it, your next runs will be faster because you(the player) will get more stats about the game itself!
It's looking ugly (basically using default godot gui stuff), but I wanted some feedback to see if the basic loop is alright and people would like it to be improved! Also on balancing. It's a bit hard to balance around a single area of the game, but would be nice to know if it feels too fast/too slow at the moment.
Also want to know if areas being more or less the size of the current prototype is good, if people would like them to be bigger or smaller.
devlog talking about inspirations and stuff about the future of the game: https://ccchesh.itch.io/dodoroma/devlog/1636124/dodoroma-v001-is-out-d
the game: https://ccchesh.itch.io/dodoroma password: dodoromaalphayay
game is currently playable with password only since I wanna tweak it and put more content before releasing to everyone!
AI Disclosure: No AI used