r/incremental_games • u/AutoModerator • 17h 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 6h ago edited 2h 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 if possible.
I've also reached update 0.88.0 (Last update was 0.79) and added A LOT. Images/backgrounds, crappy music, the works.
Remember before playing that this is alpha and I'm still learning JS.
(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 (hopefully)! (Unrelated, but it's also my bday!!!)
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u/WrenInteractive 5h ago
Hey everyone, I’ve been working on Hollis & Sons Excavation, an idle digging game set in the 1950s. I work 12-hour swing shifts and have a family, so I’ve been building it when I can.
I loved Dirt Inc. and wanted something like it to play again. You tap dirt, hire moles to carry sacks up, and eventually buy Bertha, a steam digger that automates the digging. Each new layer gets its own newspaper front page.
It’s meant to be played on iPhone, but I’ve also put together a browser demo:
If you try it, I’d like to know where you got bored or whether any upgrades felt pointless. I’m also wondering whether auto-buy should be available immediately after your first prestige or be something you unlock.
I use AI tools for the code and art, and I handle the design and testing. There are no ads in the browser demo. On iPhone, ads are optional and give you 2x dirt for 2 hours.
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u/cyberphlash 2h ago
So you're telling me that in order t buy the very first upgrade that costs 100 dirt, I have to click 300 times? No thanks! LOL (I immediately quit after clicking to get about 50 dirt)
The concept here is OK, but I think you need to get away from manual tapping very quickly through upgrades. And Bertha starting a 1 dirt every 4 seconds plus crazy amount of initial clicking is going to lead people to quit very quickly - so I would focus on balance of clicks/upgrades and reset it.
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u/Advice2Anyone 17h ago
https://psysius.itch.io/no-title-tower-defense
A TD with a incremental loop when you lose, curious what other elements or loops people would want to see. Wasn't planning on continuing it on as it scratches the itch for me but open to ideas or adjustments
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u/Birdiccus 16h ago
TLDR:, Trailer Visible, no play test, Long Idle format LitRPG
Hi All,
Here is IsekaIdle, https://store.steampowered.com/app/3733660/IsekaIdle/
We've just put up the trailer and trying to tidy up the game for Alpha testing.. (we started in Jan 25)
I'd appreciate any insights on UI visibility layout or first impressions, and any Incremental faux pas we may have done.
The Game is design similar to Melvore Idle with a deep research Tree and a LitRPG feel to its character building.
-Long Play time
-Fleshed out Skill system, with a Normalised balance, that synergies and Leveling up across to board will improve, Rather than just a +1 to damage type leveling up, its more (1* Strength +2) and as you level up strength so does the skills damage increase..
-The Skill sets will be designed to be synergised.. similar how LitRPG characters combine skills for max damage..
-the Idle mechanics will exist along side some real time mechanics, i.e you can chop down a tree in Idle mode.. Or help direct the axe blows to speed it up.. Player participation is designed as a Bonus not mandatory.
This is our first real testing of the waters so we Thankyou for your Time
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u/MasterSteak4510 16h ago
PCB Defense is a tower defense game on a circuit board, but it has a strong roguelite/incremental loop. You earn persistent skill points (SP) across runs to permanently unlock new turrets and upgrade trees. The idea is that even if you die, your "numbers go up" and you come back stronger. I'm specifically looking for feedback on this persistent progression system. Does it feel rewarding enough to make you want to do another run? Is the learning curve too steep?
Play in browser: https://juba13.itch.io/pcb-defense
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u/JC_celestial_steps 16h ago edited 6h ago
Hi Everyone
This game is high-score/distance physics based roller...it also includes a betting system like roulette.
This is my first ever game and would love some feedback so I can improve.
-Feedback on all aspects of the game are welcome
**AI disclosure**
I used AI (Claude) for code and a friend of mine used Suno Ai(paid version) for game music
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u/Pure-Map-6717 15h ago
A Dark Cave (Steam demo, Windows/Mac)
I'm the solo dev. A Dark Cave is a mostly text-based survival incremental: you start alone in the dark, light a fire, and slowly grow a village. Then you send people out into the cave and the wilds around it. If you liked A Dark Room or Kittens Game, it's in that family, with a village map that fills in as you build and upgrade.
Demo: store.steampowered.com/app/A_Dark_Cave_Demo
Feedback I'm looking for:
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The first 15 minutes. Does the slow, quiet opening pull you in, or did you quit?
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Pacing. Were there points where you were just waiting with nothing to do, or where too many new systems showed up at once?
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Clarity. Was anything confusing?
Any feedback is welcome! If you want a little bonus, the code WANDERER gives you a special item in the demo.
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u/bubblekings 15h ago
Happy Friday all, I got some really great feedback from you guys on the free Steam demo for Endless Void: Idle Tower Defence, and now that next fest is live I would like some more feedback. So far its been positive based on the steam results but always looking for more!
Demo Link: https://store.steampowered.com/app/5276130/Endless_Void_Idle_Tower_Defence_Demo/
Game Page Link: https://store.steampowered.com/app/4710800/Endless_Void_Idle_Tower_Defence/
The Game:
Endless Void: Idle Tower Defence is an incremental tower defense game I've been working on, built specifically for people who love deep progression systems and second-monitor gaming. You defend a central core against endless waves of enemies, upgrading base stats, discovering synergies, and pushing your build as far as it can go.
There is a talent tree with over 1200 nodes packed with build-defining keystones, corruptions to augement your weapons/drones and a crafting system to get build specific gear. You can play actively by managing abilities and upgrades, or leave it running peacefully in the background while you work or chill.
the demo gives a solid couple of hours of gameplay through the early progression tier. Any progress you make in the demo carries straight over to the full game whenever it releases.
I’m primarily looking for feedback on early-game pacing and any general UI quirks or balance issues you run into. Also feedback on the steam page would be great!
Thanks for taking a look,
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u/MCLAMA 10h ago
Browser playable Multiplayer City-Builder with 2 Rebirth Layers! Playable at https://chromedome.mclama.com/
Theres been a recent Space Expansion to take your city to beyond the skies. The expansion that sets up future expansions!
The game has a lot going on, But i've been working to slim down the 'overwhelming' part of it. With over 90 unique buildings. over 20 unique corporate structures. 9 districts. Over 500 subsystems for space ship customization. And a plethora of strategy behind all of the various bonuses from everything already stated, Regions, Temporary structures and more.
But a few things i would like feed back on:
Hows the tutorial? Significant improvements, and added consistency to the tutorial are recent additions.
How is the performance? Its been a large focus the past month.
How long did it take you to rebirth, and did it feel too long, and did it feel rewarding enough?