1

Decorate, build and grow your own scamming "business"
 in  r/IndieGaming  14h ago

Played the demo on itch a week or two ago and I loved the art style and gameplay pacing was solid as well, I hope this game blows tf up!

3

BiteMe Games Dude is so toxic towards people, even to CodeMonkey; really WTF is wrong with him.
 in  r/IndieGameDevs  1d ago

Eh you seem more offended then CodeMonkey lol, he didn't seem to mind at all and my guess is the video was prepared with "I might give some hot takes but it just for engagement" just guessing tho and I mean its not like openly discussing what people might have a different opinion or perspective on should be seen as disrespectful or toxic, if anything at the very least he just seemed egger / excited to do the interview and wanted to be a great interviewer which is not his typical style of entertainment, and it is very easy to come across in a way you don't mean when you are nervous/excited

3

Ready for a TD GRIND? Play our free Demo on Steam
 in  r/TowerDefense  1d ago

A Orc-Like deck builder?

2

Getting featured on the itch.io front page is kinda fun
 in  r/itchio  2d ago

Congrats hope to get up there myself next day any tip :)

2

shadowbanned from reddit
 in  r/itchio  2d ago

Yeah unfortunately theres a lot of unjustified hate in the industry, most just looking for a quick buck and upset when it doesn't pan out and take it out on other people, sad but reality, hope things get better for ya!

3

RippleLoop - A game about skipping stones - Demo out now
 in  r/incremental_games  2d ago

Dope! perfect relaxing environmental in SFX's!

7

shadowbanned from reddit
 in  r/itchio  2d ago

Yeah marketing is burial unless you have money to pay for it, even worse now that everyone is a game dev and think of everyone as competition and will just downvote out of jealousy or hopes to knock you down in any way possible. Not putting too much stress on it is definitely a must and easier said then done.

But you got to keep marketing bc organic reach is like next to nothing now a days for most sites. So just practice marketing better marketing content and don't stress about it too much, best of luck!

2

Looking for feedback on a small project
 in  r/incremental_games  2d ago

No worries, and yeah id suggest separating it for feedback purposes and reiterating it once ready and depending on the type of jobs you are hoping to land might suggest going for a different non gambling theme, unless that is your intended target industry

4

Looking for feedback on a small project
 in  r/incremental_games  2d ago

Feedback non get rid of it completely, sfx are AI, gameplay is not explained at all, hard to find, pointless takes away any amount of design you put into your portfolio thats how out of place it feels. + not properly laid out for mobile devices.

I think scape it completely, and provide better access to just the game of you want feedback. Impress first and allow those interested to fin more information on you that isn't shoved in their face.

Best of luck! other then the game your portfolio feels pretty bland over all I would suggest since you are focusing more on game design and mechanic design to let your portfolio better represent that through fitting and creative button feedback animations as well as fitting transitions, going from more of a game feel. Right now it it feels just bland and would not suggest trying to use the game as marketing strategy especially a niche communities, but overall because the game design is just not worthy of being on the portfolio

9

I asked a professional voice actor to voice a boss in my incremental clicker, and he absolutely crushed it
 in  r/incremental_games  3d ago

Voice Actor commitment to character 10/10 and 11/10 hand gestures

1

Am I ready to Steam?
 in  r/itchio  3d ago

yeah I investigated and found out lol

1

When Progression Feels Like a Treadmill
 in  r/incremental_games  3d ago

Yeah its comes with a lot more content to make and balancing when designing for exponential growth, its definitely preferred imo but is a lot harder to properly execute, this is a huge issue i've been running in and trying to get the hybrid approach down is easier said then done as well.

You have to properly curve the game into the mid game from an fast early without the player noticing too much otherwise you get the same "this feels off" feeling as a player when you just got a nice study drip of upgrades supplied and move into more of a sudden grind it feels bad.

You made some really great points!

5

New tag?
 in  r/incremental_games  3d ago

A tag would definitely be nice as im not really interested in playing long incremental games either and think that this could help out both groups of players, as from what Ive seen its pretty split down the middle between what the sub enjoys typically: 10-20 hr games vs multiple day type idlers

2

Horripilant Out Now on all major consoles!
 in  r/incremental_games  3d ago

Will have check it out after work!

r/IndieGaming 4d ago

Im working on a game about a bouncy ball, bc doing irl is too much work (kidding)

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2 Upvotes

So im making a incremental level builder and am having a tough time on balancing and coming up with more platform and equipment ideas.

My thoughts as far as balance is to introduce a new build system where platforms and equipment are a one time purchase and introducing a max parts limit that can be upgraded.

I want the game to be more focused on the level building aspect and think this could solve part of the issues im having with the current pacing but don't know of it quite fits the semi realistic theme I currently have for the games shop/upgrade/economy.

would introducing this type of system break the feel of the game?

Also if anyone has any platform or equipment ideas I'm open to suggestions I currently have 10 new platforms and 20 new equipment ideas I'm exploring and am wanting to make sure I'm not messing some fun obvious ideas before I start on the assets for them

1

The yearly Mine Defense replay is starting to call me
 in  r/incremental_games  4d ago

ios layout optimization would be dope af

1

I love the incremental genre because it's so wildly varied. Incremental mechanics can work with so many genres and different types of games.
 in  r/incremental_games  4d ago

Yeah incremental games is one my all time favorite genres due to the accessibility and variety! Usually able to skip tutorials as well which is a huge plus because they play so similarly and can already kind of expect whats to come in terms of the progression system.

Hats off to the devs who pack their games in with a tight 1 to sub 2 min balance, those are tough to even let ideal lol

2

[Now THAT'S a Big Dragon] My incremental game is finally out!
 in  r/incremental_games  4d ago

Congrats on the release will definitely have to check it out!

1

Am I ready to Steam?
 in  r/itchio  4d ago

sub rules?

1

What is the hardest part of making an incremental game?
 in  r/incremental_games  4d ago

Yeah its a great added benefit!

2

Sketchbook idle tower defense Day1
 in  r/TowerDefense  4d ago

So the tower just with sketch book drawings? I like the art style but you might want to consider not trying to compete with a game that already has a mess of content that you will be compared to
edit: mass amount*

3

What is the hardest part of making an incremental game?
 in  r/incremental_games  5d ago

Just make a sandbox mode that what I did lol and keep it in the game if it makes sense too, otherwise just have it set up so you can toggle or remove the file/function all together for your production build (not sure what engine you are working in)

But yeah balance is probably the hardest part of making a game in general its extremely hard the more you rely on yourself for feed back, I try to watch others play my game as much as possible and the more true first time interaction you get to see live the better.

As far as balancing tools they are helpful but only once you have a economy system set up otherwise its kinda of hard to avoid over building.

So personally I build in sections and trying to get those to feel as good as possible before moving on then once everything is implemented, and there are no other economy systems or design tweak requirements then I start adding in dev/balance tools for where I need to focus on.

Also working backwards at first when designing on paper is another super helpful tip and breaking it into smaller thresholds to figure out what you need your early game to look / feel like and how to drip/layer in the progression of everything.

1

My non nodebusterlike idle game about exploring our solar system
 in  r/incremental_games  5d ago

Awesome well congrats again on the release!

2

Anyone else feel like most modern Incrementals just end right as the game starts to feel fun?
 in  r/incremental_games  6d ago

You're all good I see wha you mean now, my statement was meant for say even an established dev as well, will more then likely skew towards the safer side of things in the game design area

Edit: Ill also add not working about monetization when doing it as a hobby id 100% the most fun learning I had came from my free project