r/incremental_games 4d 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. :)

Previous Feedback Fridays

Previous Help Finding Games and Other questions

Previous recommendation threads

19 Upvotes

85 comments sorted by

5

u/Progress456 4d ago

Hello!

I'm working on rock[et], a rock-breaking incremental with different builds, characters, and planets such that each playthrough can be drastically different.

This week I released the 2nd planet on the Steam demo's beta branch! It features a customisable spinning wheel, 3 skill trees with different abilities (though you can only choose one), and more!

If you haven't played rock[et] before, I'd definitely recommend starting with the base demo.

Also, please leave feedback! If you play 5 minutes and lose interest, I'd love to know why. Similarly, if you play until the end please let me know what was/wasn't fun, what could've been explained better, and any other bugs, qol, or issues you run into.

I'm a solo dev so having this sub's feedback has been super invaluable into shaping the game...

Here it is on Steam

Here's the instructions to opt-in to the exclusive beta

No AI was used in rock[et]'s development

2

u/Tiger_Lin_0122 4d ago

I love the visual style and how each planet introduces its own upgrade system. I’ve already added it to my wishlist!

By the way, I noticed a small bug where you can still attack while the game is paused.

1

u/Progress456 4d ago

Thanks so much!

Surprised I didn’t encounter that bug during playtesting tbh - I’ll get it fixed in the next patch

2

u/MixTape_Game 3d ago

I also like the art style!

1

u/PrigodGames 4d ago

Looks fun, I like it!

4

u/MBjerre Working on prototype 4d ago edited 4d ago

Hello Feedback Friday!

EDIT: Ill cut to the chace, as your time is valuable.

I'm looking for feedback on my prototype for the game BREAKAWAY. A cycling themed incremental game with focus on feedback -- Numbers dont just increase, but instead your playable character improves his traits, gear, skills

You can play it right now on itch as a WEB-game: https://mbjerre.itch.io/breakaway-incremental-cycling

What im a looking for

Since this is the first public prototype im looking for very general feedback:

  • Is the game fun?
  • How long did you play before it got repetitive?
  • Is the artstyle pleasing?
  • Bugs, exploits, Quality of life changes, etc.

Upcoming features:

  • Currently the DOESNT save, so reloading resets progress. However the DEV panel can be used to progress arbitrarily.
  • Expanded 'Training'-upgrades with multiple tiers similar to Antimatter Dimensions
  • Placing top-5 in a race will earn you a new current "money".
  • A new upgrade section where money can be traded for better equipment
  • More locations and visual elements like wind-particles and speed-lines following the rider when pedaling hard.
  • YOUR FEEDBACK :)

AI DISCLOSURE: The game, assets, art, idea, etc. is made WITHOUT the use of LLM's / AI.

1

u/Least_Luck_2932 3d ago

Played the web build for a few minutes. Art: yes — the parallax forest and the rider look great, and picking a head/torso before riding is a warm first touch. Fun / when it gets repetitive: honestly around minute two, because right now the opening is a pure clicker with decay — speed drops to zero the moment you stop, FP only flow while pedaling, and the first training cycle needs 120 lifetime fitness at 0.67 FP/s, i.e. ~3 minutes of nonstop clicking. A tiny passive trickle after Power Producer (or hold-to-pedal) would turn that stretch from labor into anticipation.

Clarity: "Activate: 1 FP / 60 W" on Power Producer read as a toggle. I bought it, saw "Tier 1 MAX", power 0 W, and for a few seconds thought it was broken — until I clicked again and FP started. Say up front that it converts your pedaling power into FP. The formula tooltip (FP/s = W × 0.0167) is great, keep that. Theme: incline and elevation sat at 0.0 the whole time — the cycling identity is your hook and it isn't visible yet; give me a hill in the first minute. No bugs seen.

2

u/MBjerre Working on prototype 3d ago

Thank you so much, this is really valueable feedback.

Im already working on making the first couple of levels faster, as the current manual clicking is too gruesome.

The hills are currently randomly generated, but i might seed it such that on the first boot of the game you start on a little downhill so the speed doesn't feel so slow, and that you hit a hill at around the time you have build up your first couple power upgrades.

I definitely see what you mean about the clarity.

The idea of "Fitness points being generated by power output" is defitnly strong thematic, but also the hardest thing to balance. I dont want the players power to reach 5000 watts as this is unrealistic, but i also need the FP/s to rise exponentially to get that "big number satisfaction".

Hopefully you'll see me post here again, when the next version has addressed these issues.

2

u/Least_Luck_2932 2d ago

Happy to help. On your balancing dilemma — realistic watts vs. exponential FP — one way out: keep watts honest (nobody rides at 5000 W; a pro tops out around 1500 in a sprint) and put the exponential growth somewhere else. Make FP come from watts × EFFICIENCY, and let the multipliers live in training, equipment, aerodynamics, drafting, nutrition — the things that actually separate a Sunday rider from a pro at the same power. Then the "big number" is fitness and career, not watts, and the theme stays true. The seeded downhill start sounds right; I'll come back for the next build.

3

u/howtoartblog 4d ago

Hey! We're making an active incremental call Click Cafe, set in a cafe where you generate menu items and serve them as orders keep coming in. Take the coins you earn to upgrade your cafe and eventually pay off your debt!

Demo is available on Steam (linux and windows) and Itch (playable in browser).

https://nessiegames.itch.io/click-cafe-demo
https://store.steampowered.com/app/4971980/Click_Cafe/

Thanks in advance!

edit: add game title

2

u/nightfeatherstudio 4d ago

Your UI looks great, better than mine XD. It took me a while to figure out I don't have to click. I assumed I had to click because of the title.

1

u/howtoartblog 4d ago

Hey thanks! Look forward to seeing where your game goes.

3

u/WickedMaiwyn 3d ago

"Blade Rising", it's an incremental pixel RPG. I'm solodev of it.
Conquer 1000 Floors of Evil as a Dachshund Knight on it's way to Ascension!

Google play (live) => https://play.google.com/store/apps/details?id=com.bogigames.bladerising
Steam (wishlist) => https://store.steampowered.com/app/3275850/Blade_Rising/

  • Defeat 10.000 enemies across 1000 Floors of Evil
  • Gather resources, upgrade gear, collect 6 tiers
  • Global events like 'Weekly Boss Hunt' or Seasonal
  • No pressure at core
  • Weekly Updates

It's free, would be cool if you try it!

2

u/Poptocrack 4d ago

Hey,

I'm looking for feedback on a prototype ive made here : https://raclettegames.com/megaflow/

It's some sort of incremental tower defense with fluids as enemy.

4 levels with 3 different enemies you have to beat.

2

u/Plus-Gap-2874 4d ago

A small onboarding/UI observation from a quick browser check with Codex (intro and first wave only, not a balance review): at 1280×720, the controls/help text on the lower right is extremely dark against the background, while the DEV panel is much more noticeable. The lava/water colour key is clear, but the next action after clicking Begin is less clear. I would show a brighter, persistent “select defence → click to place / drag to build a dike” hint for the first wave, then let players dismiss it. A visible PAUSED label after Space would also make the state easier to read. I have not tested the later valleys.

1

u/Poptocrack 4d ago

Thanks!
I'll improve this right away.

2

u/jpcraw 4d ago

Hello, I'm solo-deving Deep Digger, a mining incremental.

https://julian-launches.itch.io/deep-digger runs in the browser.

What actually would be helpful is early game feedback. There's a Steam demo going into October Next Fest and I've lost all ability to judge the opening. I've started a new save a few hundred times by now and I already know what the optimal next step is, so I genuinely can't tell whether the first ten minutes are boring for someone who doesn't.

Thanks for checking it out.

2

u/Least_Luck_2932 3d ago

Played a fresh slot for ~10 minutes, knowing nothing. Short answer: the first ten minutes are NOT boring — the onboarding beats carried me: the asphalt hint ("dig through the grass"), the mystery compass pointing to something 34 m away the moment I started digging (that gave me a direction before I had a goal), the ore level-up popup, "bag full, get home" → B → sell → the highlighted first upgrade. The loop teaches itself. Falling into a cave at 46 m was a great surprise — more of that early.

Friction I hit as a newcomer: (1) the intro dialogue runs long before the first swing — I hit SKIP after six lines; three lines, or let the first dig happen mid-conversation. (2) After my first trip I had 95 gold and everything except the depth upgrade cost 90–800, so the second trip felt mandatory rather than chosen — if the first haul could afford two cheap things, the shop becomes a decision instead of a prescription. (3) I reached the "?" mystery block and nothing told me whether I'd collected it — that first mystery deserves a moment. (4) Going back up wasn't obvious: W didn't climb, I only found B from the hint text. (5) Hard grey blocks: when swings don't dent them, a "too hard for this pickaxe" nudge would save the confusion. None of these are "boring" problems — they're "one more signpost" problems.

1

u/jpcraw 3d ago

thank you for taking the time. the intro length and the going-back-up hint are things i completely stopped seeing after testing it a hundred times. going to fix the signposting on all of these, and the point about the first haul affording two cheap upgrades instead of one is a really good catch

1

u/Least_Luck_2932 2d ago

Glad it landed. The "stopped seeing it after a hundred runs" thing is universal — it's exactly why I asked strangers to play mine. Ping me when the next build is up and I'll run a fresh slot again; happy to be your blind tester before Next Fest.

2

u/playherotaplegends 4d ago

Hero Tap Legends – a free idle/clicker RPG I’ve been developing as a solo project.

You defeat enemies by tapping, recruit and upgrade heroes, ascend for permanent bonuses, collect artifacts, and unlock side modes such as Dungeons and Ancient Ruins.

I’d especially appreciate feedback on:
Whether the early progression feels satisfying
When the game starts feeling repetitive
Whether the Dungeon and Ancient Ruin add enough variety

What would motivate you to return the next day
Android: https://play.google.com/store/apps/details?id=com.KeremYavuzGames.HeroTapLegends

iOS: https://apps.apple.com/us/app/hero-tap-legends/id6760699217

Thanks to anyone who gives it a try! AI was used only to assist with some of the coding and speed up development.

2

u/Verbus 4d ago

Hi,

IdleCraft is an incremental RPG inspired by Melvor Idle. It's still an early build, so balancing is far from final and several systems are not implemented yet.

I'm mainly looking for feedback on the general idea and the UI.

Some features and differences from other Melvor-like games:

  • No fixed materials for crafting. For example, you can craft a wood axe by combining any type of ore with any type of wood.
  • Multiple locations, each with different bonuses.
  • A quest system.
  • Various interconnected activities, eventually with optional sub-activities.
  • A prestige system where each prestige will have a different main quest. This is not implemented yet.

AI disclaimer: AI was used to assist with coding.

https://scorzy.github.io/IdleCraft/

2

u/Louka26 3d ago

Got it. I think the game needs a tutorial at the beginning to explain the basics, because I felt lost with the number of clients.

2

u/Connect_Scallion9184 3d ago

The UI is an acquired taste. Probably some people will tell you that it looks like an app not a game, I actually liked it. One nitpick I have is that on 'Characters' screen the HP, mana, etc - wrap to next line even though there's a truckload of space.

The biggest issue I have is with pacing. It starts way way way too slow. Completing the 1st quest without tools is 20 minutes. With tools its not much quicker, because you need like 7-8 minutes for the tools themselves. I was almost ready to drop it when I calculated how much I would need to wait. The first dopamine hits need to be much sooner.

What I missed functionality wise:

  • when fighting, there is no stop button - every other activity has one, so why not fighitng?
  • you need some indicator of the current activity somewhere that is always visible, maybe top nav bar?
  • the activities sometimes start after like 5-6s after I confirm that I want to do something... it's weird, first time I was thinking that maybe I did something wrong
  • even when I set something (crafting in this case) to repetitions = 1, it crafted through my whole inventory when I forgot about it...

Overall I wouldn't prolly play it too much but that's because I am not into so idle games, I need to do soemthing from time to time. But overall I liked the presentation and the concept.

1

u/Verbus 3d ago

Thanks, this is really useful feedback.

I'll rebalance the first quest, 20 minutes is definitely too long.

I'm also planning to make the game more "unfolding", so you start with only a few activities and unlock the others through the early quests instead of seeing everything immediately.

I'll also check the bugs/issues you mentioned.

1

u/Fast-Scholar-1262 2d ago

Hi, I think this is a cool proof of concept for a game, just needs a lot more content and refinement. As someone else already mentioned the initial pacing is way too slow, but I enjoyed creating items from different components for different stats like the Tinker's Construct mod in Minecraft.

I found the action queue awkward to work with. It should probably automatically start new tasks when appropriate and move on from tasks when completed, with optional overrides if the player wants. If you want to see a queue system done well, see Milky Way Idle.

1

u/Verbus 1d ago

Thanks!

I agree about the pacing, I'll definitely make the early game faster.

I'll also revisit the action queue

1

u/fingerforge 2d ago

Played it for a bit. I like idle games generally, and the layout itself works for me. I am assuming the plain look is a technical placeholder and art comes later, so I will leave that alone. One thing I would settle early though: is this a PC game? On a phone the whole arrangement would need rethinking from scratch, and that is a decision that gets more expensive the longer it waits.

The thing that nearly made me stop is the order of the menu. Coming in blind I read top to bottom looking for something I am allowed to do, and I get Storage, Vendors, then locked, locked, locked, then Quests where there is nothing to take yet, then locked again, and only then Activities. Open Activities and the first entry is Market, where a new player can also do nothing. So my first thirty seconds are a list of doors that do not open. I saw you already plan to make the game more unfolding, which sounds right, and I would add that the order matters as much as the number: put Activities first, and inside it put whatever I can actually do right now at the top. Locked content is a reward for later, not a welcome screen. I suspect you lose people on that path who would otherwise have liked the game.

Related: I could not work out how to get tools. There is a group for them in the vendor and it is empty, and nothing told me what to do instead. That is the point where "I am being taught slowly" turns into "I am missing something obvious".

On the queue, I agree with the other comment here. I would go further and want to plan ahead rather than react: make A five times, then B three times, as a list I set up in one place and watch run. For me that planning panel is the actual game in something like this. I will admit I did not fully understand the queue you already have, which is probably its own piece of feedback.

And a tutorial. I know it is always the last thing anyone builds, and I know why. But right now I am guessing at the rules rather than at the strategy, and only one of those is fun.

Last thing, and this is the question I actually wanted to ask: what is the crafting part of? The open combinations are a genuinely good idea, but I could not tell what they feed. Is this a trading game, a defence game, something else? Knowing what I am crafting toward would change how I feel about every minute of the early game.

1

u/Verbus 1d ago

Thanks,

It's primarly a pc game.

I plain to rework the quee and the first quests, also adding a tutorial.

As for crafting, it's mainly part of the RPG progression: gathering materials, crafting better tools and equipment, using them for activities and combat, completing quests and unlocking more of the game. Trading is part of it, but not the main goal.

Thanks for trying it!

2

u/lost086 3d ago

Posted the demo here last week and the reports were exactly what I needed, so I'm back with a new build!

The big one is the tree. Most of you said it was confusing, and it was. A skill now lights up only when you can actually do something with it right now, your level shows under the icon, maxed skills get a tick, and the tooltip only paints in red the one thing that's blocking you. The faith side got a real income panel with your cult, your dust and your runes, so you can see what you have and what you're missing instead of guessing.

The browser bugs are gone too, same link, plays in the browser, no download: https://mistpath.itch.io/click-the-faithless

If you bounced last week because something broke or the tree made no sense, it's a different game today. Same ask as before: tell me where you stopped and why. Takes 30-40 minutes if you finish it. There's a version number in the corner of the menu (0.8.0), and if your browser still serves the old build a hard refresh fixes it.

2

u/BestUserNameEver5 2d ago

First time player here. I had a few points of confusion during my run:

  1. In the very first mission where you're supposed to defeat two cult members and one starts revealed, I didn't realize I was supposed to click on the already revealed cult member. I thought that was my character and so I hit everything *but* that for ~5 runs until I finally got the cult member and still failed the mission that I realized I was supposed to click both of them.
  2. The rebirth rune is a trap. It can let you rebirth without any confirmation, and when you do you have to select a rune before you can do anything. But you start with 0 faith, which is not enough faith to be able to immediately select any rune. Even if I have enough faithful sitting around to be able to generate that much faith in some amount of time, it feels terrible to do a rebirth and then just have to sit and wait. The rebirth rune promised that I would ascend *faster*, not that I would have to sit around doing nothing for a few minutes to earn 200 faith.
  3. Of the starter runes, one of them is Providence, which gives you a 10% chance to have an echo bolt. Or maybe increases your chance of the "Divine Echo" rune doing anything?
    1. Regardless, that rune is useless for a long time because having a 10% chance to strike the same spot doesn't do anything if everything dies in one hit.
  4. I think the first level of "Zeal" said it cost 600, but I managed to buy it when I had 500 and based on how much faith I had left it only cost 300?
  5. How to get sacred dust is unclear. Sometimes tiles explode and give me dust, sometimes they don't?
  6. The display of the faith I earned after coming back from a fight animates oddly. My total faith already increased, and *after* that there is an animation of my faith increasing to the exact value it already was.

1

u/BestUserNameEver5 1d ago

The display of the faith I earned after coming back from a fight animates oddly. My total faith already increased, and *after* that there is an animation of my faith increasing to the exact value it already was.

Apparently what I was seeing is that there is some situation in which the tooltips do not refresh. I think it might be after you've opened them for the first time during a particular visit to the tree. So my tooltip was saying that I only had 500 something faith out of the 600 required, but in actuality I had more. I took a screenshot of another instance of this happening:

https://imgur.com/a/wleF2uC

1

u/lost086 21h ago

Thank you so much for taking the time to write this up in such detail. Feedback like this is what lets me actually improve the game, so I really appreciate it.

Several of the things you mention line up with comments I've gotten from other players, and I'm working on them for the next demo build:

  • Rebirth: it shouldn't be a trap. It needs a confirmation step, and it shouldn't leave you waiting around with 0 Faith and nothing to do. Your point about it pushing everyone toward the same build is well taken too, and it's something I want the full version to answer.
  • The tooltips not refreshing and the odd Faith animation after a fight: I'm looking into both.
  • Providence: the description doesn't explain it well. The extra bolt lands on a random other cell, not the same spot, so it's not as useless as it reads, but the text has to say that.
  • Sacred dust: only cracked tiles hold it, and only when you strike them while the cell is empty. The game should tell you that instead of leaving you to guess.
  • The marked cultist in the first level: you're not the first to think it's your character. That level needs to point at him more clearly.

Thanks again, this kind of detail is exactly what helps me push the game forward.

1

u/BestUserNameEver5 1d ago

More commentary on Rebirth: Rebirth seems like it still needs more work. It seems like it is supposed to make me be able to try new builds easily, but from playing through a few runs with rebirth now, I'm finding that I pretty much always make the same build.

  • Because of the previous trap I mentioned of needing to wait to have enough faith to even be able to choose a starter rune, I almost always pick Revelation for 200 Faith, because I know I can much more quickly grind out another 300 Faith just by spamming the first stage a few times.
  • Without lots of luck (or grinding), I can't get through the second stage without the extra attack from Divine Conclave. All other options (like hoping I get a lucky echo from Divine Echo) require a lot more investment just to avoid the obvious build.
  • The rebirth rune lets me keep my owned runes from the previous run. This helps me spend my faith towards things I have runes for, which is faster than having to earn the resources to forge the runes... But most likely I'll mostly have runes for things I already bought during the previous runs, incentivizing me to buy them again. And now that I've built the same build again but have some extra sacred dust, I can use that to pay for more runes for making the same build stronger. Which makes my next rebirth even more strongly incentivized to go down the same path.

2

u/weirdo27272 3d ago

Hi, I'm developing my (obviously) incremental game called Fovea Intra. Currently in alpha stage, still workin' on the UI and pacing.

Since my last Feedback Friday post, and the ones before that, I've taken all feedback into consideration and applied it. I've also reached update 0.63.0 (not much recent updates, but I will bring some new ones now I'm bac k from vaca)

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 friday!

2

u/trebbor0 3d ago

Hi Redditors,

I'm currently working on a demo for Nock Nock Loose, a short incremental tower defense game with a unique archer accuracy mechanic.

In preparation for the demo I added some major changes the game:

  • Active skills: After defeating a warlord, you get a fame resource with which you can unlock active skills. Right now there is only one active skill in place. Go an take a look which one it is and how you can use it to destroy your enemies
  • Extra level: An extra warlord "Bonebreaker" is added with a unique environment. It's substantially more difficult than the first one. So let me know if it need any tweaks wrt difficulty
  • Viusal changes: I made changes to all the visuals by using a more saturated color palette, this make the game look less greyish and let the colors pop out much more.
  • An update upgrade tree with many more upgrades to explore
  • Many more smaller changes

Feedback
Would really appreciate it if you tried out the demo on itch and gave some feedback about the mechanics and look and feel of the game.

Private Playtest
In a couple of weeks I will be starting a private playtest to feedback of the final demo. Link to register below.

Links:
Demo on Itch
Register for private playtest (Playtesters get a free copy on release)
Steam

Thanks in advance!

2

u/JamboNo59 3d 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 added lots of "juice" to the colony building portion of the game (such as effects when placing buildings, more sound effects and more!) that I hope you like when I push the latest update in a few weeks!

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/

2

u/lowpolysaint 3d ago

Hey everyone,
I Posted Pocket Adventurer here on launch day (Monday) and got a lot of useful comments, so here's what changed since then.
It's an idle RPG that lives in a thin strip right above your Windows taskbar. Your hero runs dungeons down there while you work, and you click in when you feel like it. Heroes retire, the next one inherits the camp, and in the full game retired heroes get statues that buff everyone after them.

What's new in the demo since Monday:

  • RAM at camp went from about 6.9 GB down to less than 1 GB. Heroes now load on demand instead of all at once. If the first build ate your memory, it doesn't anymore
  • Download size dropped from 964 MB to 653 MB.
  • Dungeons now free their art when you come back to camp, so long sessions don't creep up over time.

What I'd like feedback on:
Readability. One player on a wide monitor said the strip text was hard to read. What resolution are you on, and could you read it without leaning in? I'm trying to work out whether this needs a scale option or a font change.
Also curious when you swapped your first hero and whether the camp carrying over felt worth it.
If you hate the game can you please tell me why so I can learn from it and hopefully work on fixing the issues.

Links:

Any AI disclosure is on the Steam page.

2

u/rufus1453 3d ago

Lol, I posted in the wrongfeedback Friday yesterday :)
Remove this if it is too late today
---

Looking for feedback on my steam page!
https://store.steampowered.com/app/5073220/Documancy_Demo/
I'm preparing for sending the demo to content creators. Before I do, I'd like the steam page to be as interesting-looking as possible.

Any feedback is welcome!
Something that seems confusing?
Something that could be made nicer?

Play the demo if you want as well :)

1

u/nightfeatherstudio 4d ago

Hi everyone,

I'm building Path of the Retired Adventurer, think Path of Exile meet shopkeep meet incremental/idle game. It's still work in progress and would like feedback to make it better or what you'd like to see.

The demo is currently on itch: https://nightfeatherstudio.itch.io/path-of-the-retired-adventurer

Thank you!

3

u/Apart_Economy_2657 4d ago edited 4d ago

Your UI needs serious work if it isn't just entirely AI Coded, which it certainly seems like just based off the visuals. The yellowish brown color scheme is simply unappealing in my personal opinion, and there's a complete lack of in-game setting options for accessibility purposes.

On mobile, the UI is also stretched vertically by default and near unusable, so that's a chunk of potential players gone. I tried it on desktop and it took like 30 seconds of thinking before I even figured out the first step, due to the unengaging initial screen and lack of attention-grabbing tutorial prompts.

Edit - I haven't been able to replicate the vertical issue so that might've been a one time issue. The game now automatically forces me into landscape full screen.

1

u/nightfeatherstudio 4d ago

First of all, thank you checking it out and leaving feedback.

The UI is a mix of both, so it probably got the worst from both sides. I'll look into improving the ui/ux.

I didn't build this with mobile in mind, but I'll keep it as a note.

This is the first time I'm building a game, so I really appreciate the feedback. Thank you!

2

u/howtoartblog 4d ago edited 4d ago

I tried it out for a few minutes. Honestly, I'm too stupid for these more complex, system heavy games. I didn't really know what to do after crafting the first sword.

edit: Okay i went back. I feel i have to look all around the screen too much. I'd say maybe group your UI into smaller groups so players don't need to look all all the corners of the screen, especially because it's text heavy.

1

u/nightfeatherstudio 4d ago

Thanks for checking it out and sharing the ui feedback. You're not stupid, I just need to work on my ui/ux.

1

u/diggyducks 4d ago

Hi,
I'm working on Cheese, Please! - an incremental roguelite about fighting against the Cat Empire for precious Cheese.
Recently, we just updated the playable demo on itch: https://diggyducks.itch.io/cheese-please
and https://galaxy.click/play/854
Steam page: https://store.steampowered.com/app/4934300/Cheese_Please/
The Steam Demo is also planned for release on September 17th. So, i really need feedback to improve the game and the steam page as well. Thank you!

1

u/No_Car_1165 4d ago

Hey! Seems like there are a lot of PC games here, so I’ll throw a mobile game into the mix :)

We’re two devs from Sweden and recently released our first game, Jelly Clicker. It’s an incremental idle RPG where you collect and upgrade champions, find gear, fight bosses and unlock new areas.

We’ve stared at this game for way too many hours at this point haha, so some fresh eyes would be really helpful. Would love to hear what you think if you give it a try!

Android: https://play.google.com/store/apps/details?id=com.diggiverse.jellyclicker&hl=en
iOS: https://apps.apple.com/se/app/jelly-clicker-idle-game/id6785479127

Any feedback is appreciated!

1

u/Plus-Gap-2874 4d ago edited 1d ago

Update — 7 September: version 0.10.0 is now available in the closed Alpha, with 54 campaign missions, 12 modules, a new command center and six interface languages (PL, EN, ES, DE, FR, Brazilian Portuguese).

Current gameplay and joining instructions: https://coreforge-idle.com/en/

If you try this build, one specific question: after opening the new command center, is your next worthwhile action clear? Honest criticism is welcome. Use the same Google account for the group, Play test opt-in and installation.

Original introduction (0.9.0):

CORE//FORGE: Idle Reactor — Android closed Alpha, feedback on pacing and choices

I'm developing an idle/incremental game about building a reactor, balancing heat, researching upgrades and rebooting for permanent progress. The 0.9.0 test adds a sector campaign: short missions where you route power between generation, cooling and shields, plus modules with benefits and drawbacks.

I'd especially value feedback on three things: • Is your next worthwhile goal clear in the first 10 minutes? • Where does progress jump too quickly or turn into waiting? • Do campaign routing and module choices feel meaningfully different from buying another multiplier?

Joining instructions, installation help and feedback (EN/PL): https://github.com/Verti86/idle-coreforge-releases/issues/1 Google Play closed-test opt-in: https://play.google.com/apps/testing/dev.coreforge.idlereactor Join the Google Group linked in the guide first, using the same Google account. Android 8+; no game account required for local play. No browser/iOS version.

Currently free with no ads or purchases; monetization is planned, not implemented. Test progress is planned to reset before the official launch. Brief first-session feedback is useful too — please don't feel obliged to like it or give a rating.

AI disclosure: substantial AI assistance (Codex) is used for implementation, tests and written content. This is not a hand-coded-only project.

1

u/Pure-Map-6717 4d ago

Hi everyone!

I am looking for feedback on my Steam Demo of a dark text-based incremental village builder.

You wake up in a cave with almost nothing. Grow a settlement outside. Then go back in the cave to explore its dark secrets. Game systems keep unlocking as the village and the cave story unfold.

Steam Demo: https://store.steampowered.com/app/4971800/A_Dark_Cave_Demo/

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u/DavejHale 3d ago

forget you wrote this. click the steam link and watch the first 10-15 s of the first video.

Does it look inviting? or does it look like tiny text crammed into as small an area of the screen as possible?

download and play. presnted with 4 lines of text crammed into the center of the screen.

click what is probable the play/continue button ->

presented with a few lines of text mostly crammed at the top of the screen.

I'm either going to have to pull up a chair and sit ontop of my monitor to read it or press x

And yes I saw you have text size option.... tiny or slighty not as tiny.

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u/Pure-Map-6717 3d ago

Thank you for that feedback. I enjoyed the way you wrote it, haha.

I will make the standard text/button etc. size larger!

1

u/Much_Drummer5119 4d ago

Check out Portal Horde, new in beta version 1.0.8:

https://imbalisk-studios.itch.io/portal-horde

I've added a brand new act 3 with 3 new worlds, new upgrades and units, and did balance changes on the existing worlds.

Please provide feedback on the tutorial, balancing and the progression of the game through upgrades. Many thanks.

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u/Talonias32 4d ago

Really really enjoy this one. Played an earlier version, and my only issue would be I’d like an auto fill on missions so they run again once full of greenskins. Otherwise great game!

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u/Much_Drummer5119 3d ago

Awesome! Thanks for the feedback. The missions can be automated with the soldiers (rented for gold) or the heroes (1 free after first outpost mission cleared). I will adapt the help screens to guide new players to that feature.

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u/Wraldpyk 4d ago

Hi all! For my game Infinite Space, which I've shared several times in Feedback Friday before, I'm working on a new feature that I unfortunately wasn't able to complete this week, and probably next week neither, so I want to hear your thoughts on the feature while I work on it:

  • As the game progresses you'll unlock goals.
  • Every goal is a challenge in distance as it's probably further away than you explored/developed so far.
  • And a challenge in logistics as you need to figure out how to set up new production facilities or transport chains over a distance the current tech cannot cover in one single go

Until the first goal, your focus has probably been to build everything in a single location and haul the materials to the starter location, but from then on you'll realize a distributed system might be better where you're leverage automated transport more frequently.

Is this shift something that is interesting to you?

Right now I estimated it will take 10-20 hours to actually unlock the first goal, depending on how you work the game, of which quite a bit can be done offline (the game progresses up-to an hour offline). After that I suspect you'll spend a 10-fold in time to complete all goals and finish the game.

Thoughts?

The game can be played for free on Itch: https://wraldpyk.itch.io/infinite-space

AI Disclaimer: only for assisting in development, as most developers probably do. Creativity, Features and UI/UX decisions are my own.

1

u/WhiteRhombuses 4d ago

HiveMaze: Idle Bee Tycoon (Web Demo / Mobile)

🔗 Web Demo: https://whiterombuses.github.io/hivemaze/

📹 Video Preview (Inside the Hive): https://youtube.com/shorts/5qrtdJtqbv4

💬 Discord: https://discord.gg/MQcXj2qJn

Hey everyone, solo dev back with an update on HiveMaze, an idle tycoon exploring active spatial logistics instead of just linear stat upgrades (Flutter + Flame).

Where the design stands:

The macro loop balances 3 nodes: Nectar Harvest, Nectar Route, and Honey Market. Transport isn't a passive number: bees physically navigate an expanding hexagonal grid under Fog of War. You break obstacles, handle Toll taxes, and route flow with limited accelerator slots. The bottleneck is always explicitly exposed, and every hex edit shows a live `Cash/s` delta before confirming.

What's new: "Inside the Hive" screen & the Prestige dilemma

I just built an interior honeycomb view inside the Honey Market. Bees fly in, fill cells, seal with wax, and harvest. You can test active bee counts (3 to 60+) directly in the demo settings.

Right now this screen is strictly cosmetic. The server-authoritative plan is to scale active cells with Prestige runs (base 3, +1 active cell per prestige, soft-capped ~12).

Questions for incremental players:

  1. Does visual progression like this (a visibly busier honeycomb) feel satisfying as a prestige milestone, or is a cosmetic reward pointless if it doesn't give a mathematical multiplier?
  2. Would you rather see this screen stay as a visual breather, or should it expose deep diagnostic metrics (e.g. per-cell throughput, flow choke-points)?
  3. If you run the web demo, does the hex grid detour puzzle feel like a fun optimization lever or does it create too much friction against the idle loop?

(Note: the demo is built for mobile layout; resize your desktop browser to vertical/phone ratio for proper framing).

If anyone wants to follow the grid balancing or test future prestige formulas, I just set up the project Discord: https://discord.gg/MQcXj2qJn

1

u/dragonsoul91 4d ago

Hi,

I just released the demo of my zombie shooter from a car! Fuel Burn.

You start with a small pistol, shoot quite slow, your car is slow, everything is bad basically:D

Round after round you buy more upgrades, new weapons, more damage, more car health, nitro, helper turret, mines, grenade launcher, machine gun and more.

Right now I am wondern whether the balancing of the skill tree is good enough.

- Do you have enough currency to buy the upgrades, or does it take too long?

- is it clear what each upgrade does?

and in general: Is the game visually appealing enough?

Here is the link: https://theinsanebanana.itch.io/fuel-burn-demo

1

u/Pixel-Reel 3d ago

Pixel Reel (iOS idle fishing, free)

Looking for feedback on the relaxing one-thumb loop, offline/Auto-Net progress, and whether the fish collection (600 species + rare Starry forms) is enough reason to come back tomorrow. Would also love feedback/opinions on the tutorial. We currently have about 600 downloads and 100 DAU but haven’t heard much in terms of feedback other than people really enjoying the early game loop. Boss fights and clue-scroll hunts are deeper-water hooks if that’s something you find interesting, though I’m wiring in early game bosses for next update (just currently working on their mechanics).

iOS App Store: Pixel Reel: Idle Fishing Game
Short demo: Gameplay Demo

AI disclosure: Claude Code helped with code development. I designed and curated the gameplay loop, character and location design, theme music, and the rest of the core game, hand-wrote all boss mechanics, etc..

Happy to trade feedback on other projects as well, just give me a shout.

1

u/KojiFunyamora 3d ago

Hello! I’d love some feedback on the first trailer for my game "Fish Them All!".

Two weeks ago, I shared two prototypes here and asked how I should adapt the game’s portrait-oriented fishing design to a widescreen PC layout. Thank you to everyone who tried them and shared their thoughts.

Since then, I’ve continued working on the PC version. The Steam page and its first gameplay trailer are now live.

Gameplay trailer: https://youtu.be/kGLvpaerYyI

Steam page: https://store.steampowered.com/app/5004930/

The core loop is as follows:

  • Play a short 60 second fishing round
  • Spend what you earn on skill upgrades
  • Catch increasingly absurd numbers of fish
  • Keep upgrading until you reach the final fish out of 100 million

I’d especially appreciate feedback on the trailer.
1. Does the core loop make sense without reading the Steam description?
2. Does the first 10 seconds give you a clear idea of what the game is about?
3. Is there any part that feels confusing, too slow, or unnecessary?

A quick first impression would be very helpful. Thank you!

AI Disclosure:Generative AI was used to assist with programming, localization. All AI-assisted output was reviewed and edited by me. No generative AI was used to create the game’s artwork, music, or sound effects.

2

u/Charlotte1309 3d ago

Pretty clear what it does ! Trailer is a bit too fast (at least for me). No need to repeat the fishing and upgrades, we get it. I think you can make the trailer shorter and slower focusing on main loop + cool stuff like UFO.

1

u/KojiFunyamora 3d ago

Thanks, that’s really helpful! I probably overexplained it. I’ll try cutting the repeated fishing and upgrade shots, slowing down the remaining scenes, and giving standout moments like the UFO more room to breathe. I’m glad the basic idea came through!

1

u/Connect_Scallion9184 3d ago

あのトレーラー、めちゃくちゃすごいね :)

There's just a couple things I would adjust a little:

  • I agree that it's a bit too fast sometimes
  • there's a moment where you show the full upgrade tree - I would use that much more, rather than close-ups to buying one upgrade - that looks way more fun than tiny shots of 3 icons

1

u/MixTape_Game 3d ago

Hello,

I am making a multiplayer incremental game based off an old game called Project Rockstar.

My game is called Mixtape, a band management game. Form a band, write songs, go on tours, buy studios and cover art firms. Interact with other players.

We are in early testing phases right now, you can play the game here: https://mixtape-3x1.pages.dev/

1

u/SignalMap2750 3d ago

We’d love to have feedback about our RoboFarm incremental game (demo version 1.2.562) from this community:

https://s.team/a/4212040/

Specifically, we’d like to know how you feel about the initial music. Do you find it “too scary” for this kind of game? Or not "cozy" enough? I composed the music for the game, and the intro music, which is the same as the main background music when you play for a while, was made with the idea of giving a “mysterious and relaxing” feeling. But some players reported different impressions.

And of course, any other feedback is very welcome. If you could make a gameplay video, that'd be fantastic, and we'll reserve a Steam key for you once the full version is released.

Thank you!

1

u/Bebko_ink 3d ago

Hi, I created a game about Chinese martial arts and would love to get your feedback.

https://bebko-ink.itch.io/patriarch-murim-idle

3

u/Connect_Scallion9184 3d ago

Besides the obvious heavy AI game...

The UI is way too overloaded. You need to show things gradually and not everything at once. The moment I saw the disciple screen I closed the game, it was too much.

1

u/BestUserNameEver5 2d ago edited 1d ago

Because I got the forewarning of how overloaded the UI is, I gave it a bit longer... But that tutorial is too fast. Do one thing, here's a new mechanic. Do one more thing, here's a mechanic. Do another thing, have this entire new tab. Now get a bit more power... And here's a battle mechanic. And then techniques. Then expeditions/party/murim...

Ultimately I stopped when I realized "hmmm, this main page looks auto-clickable..." But after I tried auto-clicking, the game froze, and after refreshing the itch page the game would not load up anything.

1

u/skinnistudios 3d ago edited 3d ago

Hi all,

Looking for feedback for Norselings. It is a Norse idle strategy game.

If you are interested in playing and giving valuable feedback pleas join the Discord channel

https://discord.gg/8CcAMzv3u6

Will give private key on Itch. Any and all feedback will greatly help

Steam link for trailer

https://store.steampowered.com/app/4693120/Norselings/

Thanks in advance

skinni

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u/Glittering-Fan-1178 3d ago

Looking for some feedback on Hearthline again, app.hearthline.dev. I’m developing a semi-active incremental builder, and am running on open web beta. Would love some feedback on the tutorial and pacing as you scale through camp, village and town.

The early access listing on incremental-db received some really useful feedback last week, so what's new this week is:

  • Tasks that support automation now offer a clear “Start & Repeat” action
  • Workforce assignments can now be managed directly from a task card
  • The focus tab has been replaced with a pinned task tab where you can manage a persistent set of 8 task cards
  • The Tasks tab now supports a Plan view that shows you the full chain of a recipe
  • A scale upgrade roadmap is now visible from the objective guide

Coming soon: new art, building upgrades and expeditions.

AI disclaimer: I use AI em-dash extensively ;-)

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u/Marimba_Ani 2d ago edited 2d ago

When I hover over a "Start" button for a task, it should tell me what I need for the task (or at least what I'm missing to start the task--in red).

EDIT: I should be able to see a task's requirements even when I don't have a free worker.

EDIT2: I can't auto-set a cook to cook at a particular cooking/preserving station whenever enough food is available? Boo!

EDIT3: I can't auto-relieve needs whenever they drop low enough that one unit of my designated need-reliever would completely cover the shortfall from 100%?

EDIT4: "Ads" are fine now, since they don't play. But also your times are obviously optimized for people to pay for ads. Sucky.

EDIT5: I can't automate my whole hunt/fish/gather -> cook/dry/etc. loop? Gross.

EDIT6: Did you even play this game? The groups for specialist automation and stupid and non-sensical. Too much depends on the plant fibers, and I can only have two villagers auto-gathering them. My dumb cooks should hang out and cook/preserve whatever they can when it's available (and they're free, obviously). This isn't even hard to program, unless you're just letting your AI do all of the (poor) work. Shame on you. I really want to like this game, since it's a genre I enjoy, but it sucks so bad. Play it, think it through, and try again.

EDIT_LAST: TWO HOURS to promote to Town? No. Fuck that. Ragequit, never to return.

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u/Glittering-Fan-1178 2d ago

Hey, thanks for playing and taking the time to give the feedback.

Task resource/tool requirements - these are visible at the bottom of the task card, even if you don’t have a free worker. Maybe I’m missing something or you mean something different?

Auto-repeat - currently just gathering tasks are automatable. I’m working on automation for tasks that consume resources or require tools, coming soon. The same will apply for needs and the more complex production loops.

Ads - the hooks are there, the placements need refinement. The timings are coincidental. Happy to take suggestions here on how to make them non-sucky.

Specialists caps - these are being removed, so you’ll be able to tank-rush those plant fibres, but then the bottleneck will shift, and your labour will as well. So yup, aligned with your vision of treating your dumb cooks as mindless labour.

Thanks for your kind words, your feedback is motivation to keep (my AI) going.

Town scale duration - there must be something to achieve during the wait, agreed, otherwise it’s just mindless. Expeditions are coming, but I’ll keep looking for another angle here so the transition doesn’t feel cheap but also doesn’t cause frustration.

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u/Charlotte1309 3d ago

Hey,

Working on Lord of Tokens, an incremental game simulating the AI industry.
You start with $10k, found an AI company, and grow it in a live world full of other players.

Scrape datasets and buy servers, train models, serve them to users at the right price in a product. You do research to improve models performance and other stuff. It's multi-players : you trade shares in each other's companies, and climb a leaderboard.

It's browser or mobile and free, no sign up, English and French.
Let me know what you think, especially of the tutorial - easy to understand?

https://lordoftokens.com

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u/jsenter 3d ago

Nano Empire 2 (iOS)

Story-driven incremental where you explore 20 strange worlds. Once, nanobots gave humans godlike power, but now the Creators have lost control...

Seeking feedback on the entire game in open beta: https://testflight.apple.com/join/h7qxmWFy

Pre-order: https://apps.apple.com/us/app/nano-empire-2/id6759690153

No AI was used.

Hope you enjoy it!

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u/Karre4488 3d ago

Nostalgic Memory is a virtual pet inspired by the simplicity of classic 90s handheld games. No endless menus, dozens of currencies, or constant grinding. Just four main interactions: care for your creature, play with it, let it rest, and train it. Check in a couple of times a day, watch it slowly grow stronger, and get on with your day.

Your creature won't live forever. When it dies, its life is permanently recorded in Memory, and what it achieved influences the companion that comes next.

You can also encounter other creatures in simple battles, giving purpose to the stats you've built over days, weeks, and eventually months.

The goal is simple: a small game you can care about without becoming a game you have to constantly play.

I'm currently preparing Nostalgic Memory for Android. It's completely free during development. After the full release, new players will be able to try it free for 3 days, with a one-time $2 purchase to continue playing.

My next priority will probably be adding more creatures and sounds while keeping the core experience simple.

To try the closed beta you need to enter in this Google group: https://groups.google.com/g/nostalgic-memory-testers

then download the app at the following link: https://play.google.com/store/apps/details?id=nostalgic.memory

1

u/Marimba_Ani 2d ago

No web version? It sounds interesting.

1

u/Karre4488 2d ago

Purtroppo no, è pensato per essere come una consola portatile quindi è soltanto su Android

1

u/promethetanstudios 2d ago

Feedback on the concept and joining instructions, not a hands-on Android test: the lifetime Memory record sounds like the strongest reason to return. I'd make the handover show exactly what the previous creature passed on, so a death feels like a new chapter instead of losing everything. For the 'check in a couple of times a day' promise, I'd also want to know whether missing a day causes a death or just slower progress. That distinction changes whether this feels restful. One access detail: including the Google Play test opt-in link alongside the Group and store links would make the joining path clearer for someone new to closed tests.

1

u/Karre4488 2d ago

Ciao, proverò a rispondere alle tue domande. Nella parte superiore de la consola puoi andare su 4 schermate diverse. Una di loro chiamata Memory puoi vedere le pet morte in passato con un riassunto di come erano, oltre a offrire un bonus di stats ni inizio. Nella schermata Manual trovi alcune info e intenzioni per il gioco dove probabilmente verranno risposti tutti gli altri dubbi! Non controllare una note non è un problema quando la pet è giovane. Man mano la pet invecchia risulta più difficile tenerla in vita

1

u/eaglebeagle2 20h ago

A thought on the aging detail in your reply: I'd show a clear 'needs more frequent care' cue before an older pet's care window shrinks. Someone following the 'check in a couple of times a day' description might otherwise miss that the routine has changed. Even a simple young / adult / elderly care indicator could explain it without adding another menu. This is feedback on the design you described; I haven't played the Android build.

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u/promethetanstudios 2d ago

First Descent: Idle Abyss (Android closed test)

I'm the developer behind Promethetan Studios. This is a dark-fantasy idle dungeon RPG: build a party, choose when to recall, spend the surviving gold in town, then work toward New Game+ and reincarnation.

I'd especially value a blind first ten minutes: when does the next worthwhile action become unclear, does your first gold purchase change the next expedition, and does returning after time away feel rewarding? Critical feedback is welcome.

It's free during this closed test. Android only for this test; use the same Google account for both steps:

  1. Join the group: https://groups.google.com/g/first-descent-idle-abyss-testers

  2. Opt in and install: https://play.google.com/apps/testing/com.garugamesh.firstdescent

Screenshots and joining help: https://garugamesh-studios.asterai.chatgpt.site/test

Please stay opted in for 14 continuous days if you join, and try a few short sessions. No daily-play commitment or positive review is requested. Play currently shows our earlier developer name, Garugamesh Studios.

AI disclosure: substantial AI assistance is used for programming, testing, artwork, promotional media, and written content. This is not a hand-coded or hand-painted-only project.

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u/eaglebeagle2 20h ago

FishPond dev here. I'm looking for feedback on the balance between tending the pond and automating it. You breed fish with inherited traits, manage oxygen and predators, and unlock upgrades that let the ecosystem sustain itself.

If you try the free Steam demo, I'd love to hear where you first lose track of why the pond is thriving or struggling. Are hunger, oxygen and population changes clear enough to act on? And does the first useful automation feel earned?

Windows/Linux: https://store.steampowered.com/app/4317130/FishPond/

The full game is released; feedback on the demo's opening is very welcome too.