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Weekly Incremental Check-in (incremental.social)

The Mbin portion of the site is back up again, but the bot doesn't seem to be. It's been a month since the last post; there's probably going to be a lot to catch up on. Same guidelines as last time, with emphasis on the last one - have fun!

I've heard that there was a Japanese incremental games community before, but this is the first time I've come across signs of such a community. Now I'm wondering what's going on over there.

Aside from the sources you mentioned, I browse the itch page for games tagged incremental. There's a lot of stuff there which isn't posted on the other channels, although most aren't personally engaging to me. Still, I find some gems once in a while.

This week I've been replaying Algebraic Progression. It's much slower than I remember, and I cheated via the console multiple times to get past parts that I found really slow. I guess I'm just accustomed to Squareixion, which for the most part won't progress unless you actively monitor the game.

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I found Our Ascent a few hours back and only stopped playing it recently. It's one of those games where you're under a time limit and you're supposed to accomplish as much as you can, and it relies primarily on RPG mechanics. I like it, although I have some minor nitpicks:

  1. It's a bit difficult to tell when adjacent areas can't be crossed (water-to-land and vice versa). I got used to it though.
  2. Restarting a run takes slightly more time navigating the UI than is comfortable.
  3. The backgrounds in the game are AI-generated. I don't feel too strongly on this one because the dev said they'd replace the art once they got funds to hire artists.
  4. You can play as multiple characters, each with their own campaign that provides global boosts to all characters. But the boosts are so minor that I'm not really motivated to play them.
  5. You need to do some calculations in order to find out the effective power of percentage-based statistics. Maybe this is intentional, I dunno.

Again, these are minor nitpicks. I really really like the game. I'm not sure why I'm posting some of these nitpicks here, the dev hasn't even heard of this place.

#incremental_games

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The title explains most of what's going on.
Here's some additional relevant info that can also be found in the link:

  • Submissions will be accepted until 2024-07-20 17:00:00 UTC.
  • This jam's theme is "Evasion". What that means is up for interpretation.

If you were planning on submitting an entry, this is a reminder in case you forgot about the jam (although it's a day late). And for the rest of us players, stay tuned for submissions!

This week I've been playing lots of Antimatter Dimensions. I decided to pull a save at 1 Reality and start from there, since I feel the game flows better that way. I don't intend to complete the game, I'll probably end my run as soon as Automator scripts become required.

I've also been playing some mods of that game. Aarex has a collection of mods from before the Reality update. To access all of the mods, you have to go into the "settings" tab, click "load", then click on the "mods" section in the pop-up. I've been playing NG-5, which nerfs you heavily but adds 2 new pre-infinity prestige layers to compensate. I really like this kind of mod, because you get to experience the new content right from the beginning of the game. It's a bit too slow for me, but I'm okay with that. The alternative, which is adding in one of the mods that buffs me, makes the game too fast and prevents me from appreciating the new content.

I tried playing Antimatter Dimensions: Simplified, which aims to make the content of the Reality Update easier to digest. I like what it's trying to do, but my problem with it is that it's too easy - it becomes a test of how quickly I can navigate through the UI. It also doesn't seem to do anything about the Automator being required at some point in the game. Still, I'll keep a save of it just in case.

In other news, I've been trying to learn the Canvas API in order to replicate the grid in CLEANSED. Progress is slow, but I'm getting there. My current task is making sure that the grid will look clean no matter what font I select or what size it is, which (I think) requires the use of TextMetrics.

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[Game, not mine] Help Me Out (individualkex.itch.io)

A strange downloadable short game I found on itch.io whose first part is an incremental.

It's simple mechanically, but it is in 3D and has sounds which makes it stand out. They really contribute to the experience, and the nearly numberless way of conveying information is really charming.

I have no idea if there's anything after the incremental though besides that part where cubes fall for eternity. It's a strange game, as I said earlier.

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submitted 2 years ago* (last edited 2 years ago) by kopi-pasted@incremental.social to c/newcommunities@lemmy.world

!incremental_games@incremental.social https://incremental.social/m/incremental_games (it seems the first link doesn't work, sorry)

This is a community for discussing incremental games, which are games which revolve almost entirely around the process of making numbers bigger (I'm simplifying a bit here - what makes a game incremental is rather vague and has spawned a considerable amount of discussion over the years). The most well-known example of this type of game is probably Cookie Clicker, although its mechanics are considered outdated by current standards. Other notable examples include Universal Paperclips, Antimatter Dimensions, and Kittens Game (these are fairly old too).

Discussions from the viewpoints of players and the viewpoints of developers are both welcome there.

Disclaimer: This community is not exactly new. There was a post in !fediverse@lemmy.ml about the community around half a year ago. However, someone said it would be perfectly okay to make a post here despite that so I posted here. Also I'm not a mod of this community but am fairly involved with it.

[-] kopi-pasted@incremental.social 3 points 2 years ago

Cavernous 2 is a puzzle game with idle and incremental elements. In that game, you can passively gain stats to compensate for your lack of skill (in this case, good routes). However, there is a limit to how high these stats can go which is determined by how good the routes are. This makes it kind of redundant, and adds timewalls for skilled players later on in the game when stat grinding is strictly required. I'd either switch the passive stat gain system to not have an upper limit (making idling much more valuable) or replace it with a system that automatically sets those stats to the upper limits (removing idling altogether, though still incremental).

Speedrun Dimensions is a game made during a game jam which involves repeating short incremental "levels" to grind resources that boost your rate of progress in those levels so you can beat further levels. It can get repetitive though, and I'd rather change the system so that you passively gain metaprogression resources based on your best time and replaying the level only serves to lower that time.

Fundamental is a slow game. It's not everyone's cup of tea, but I like it. However, during the quick parts of the game the user interface gets in the way of my speed (and my finger health). It's something I'd want to change, thought I don't know what to change it to.

If you'll notice, the first two issues are similar in nature. I'd imagine most of the changes people will reply with will have something to do with either pacing, the way certain resources are earned, quality-of-life, or how information is conveyed to the player.

[-] kopi-pasted@incremental.social 2 points 2 years ago

I don't like resets that are just a few seconds long or less than a second, because they tend to become repetitive and therefore boring. However, I believe that these issues are not just exclusive to quick resets. They can also be applied to games with longer reset cycles and in many of those cases the effects feel far more draining (an example: I've never been able to stick with Trimps for long). What I believe matters more is how much the game allows you to play at your own pace. I think a minute is a nice limit for a satisfying reset loop, though that is an arbitrary number so don't take it as law.

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A lot of incremental games I see are in perpetual development. They are never truly finished, the developer always promises that another content update is around the corner. And those content updates get released, and the games eventually get really big. They grow to have prestige layers approaching the double digits, or months of content, or twenty-something interconnected systems, or whatever else it is that makes a game big.

Now, I want to like these games. Progress is at the core of incremental games, and appreciating the amount of progress you've made since you started is something I think long-term incrementals can and should excel best at. Unfortunately, I find that most long-term incrementals are not designed such that you can appreciate all the progress you've made. At most, I can only compare myself today to myself a few days ago. It feels like many games would be better served if they were split into smaller games. At some point you're just adding content for its own sake.

I want to know and let other people know possible ways of solving this issue, although I'm ultimately not sure whether it's even possible to solve.

I'll try to help by citing what I believe to be a positive example:

Evolve Idle is a game about growing civilizations. It is a tedious game. A lot of the game is spent repeating the same content over and over again for minuscule boosts. The amount of time you have to wait between actions increases as you progress further in the game. And if you stick to the areas of the game where the intervals get shorter, they eventually get either bored or exhausted with how much you have to monitor the game.

But the game is also really expansive. Each little boost is a tiny bit more progress into allowing your civilizations to perform greater feats. Eventually your civilization gets to ascend to a higher plane of existence. I ended my playthrough there, but that is far from the end. The reason I ended it there was that I thought it was a fitting end. It was the best ending I could think of for a civilization, and much of the content after that was mostly just reaching endings I considered to be worse and then doing them under more difficult conditions. There was also the fact that I had been exposed to third-party automation scripts for the game and the progress I saw late-game people using these scripts ruined my sense of scale.

... that's a long example. It would be a longer, but I'm sleepy.

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I feel like I've seen this before... (Game: Unnamed Space Idle)

#incremental_games

[-] kopi-pasted@incremental.social 4 points 2 years ago

This week, I decided to revisit some games I've played in the past but put on hold. There seems to be a drought of new quality incrementals at the moment.

I loaded up my Trimps save after half a year. There seems to be a lot to explore in this game, but damn does it feel tedious. I quickly remembered why I left it for so long. Web, Steam

Unnamed Space Idle is another game I'm playing. I play this one more frequently than Trimps. I don't have much else to say to say about it other than I like it. Itch.io, Steam

Cardboard convinced me to play FairGame again, this time with more interaction with the community. I definitely feel better about this game now than last time. Please don't reduce me, I'm not the dev I swear. Web

Everyone seems to like Super Turtle Idle, so I'm playing it. I don't get the appeal, and I'm playing it in the hopes that it'll click eventually. Web

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This thread is dedicated to sharing mechanics or concepts you’ve found in incremental games that you think deserve more use or exploration. I’d prefer if you limited discussions to mechanics you’ve found in only 1 or 2 games, though I have no moderator powers to actually enforce this so if you really feel like sharing something share it :P

I’ll list some of my own discoveries now.

One concept I’ve been thinking about is the separation of games into loosely interconnected systems with different pacings that run simultaneously. The game that put this thought in my head was Matter Dimensions, which uses a simple implementation of this. The game is active, although while inactive the game also lets you accumulate banked time which can be used to speed up the game. However, the banked time can also be used to purchase upgrades which increase banked time generation. Progress in the main game also increases the gain of banked time. The implementation is flawed however, as there are segments of the game where banked time is useless. (I’d imagine Anti-Idle: The Game probably implements a better and more complex version of this, but I haven’t played it yet.)

Another concept I wish I saw more is the implementation of resource caps in Gooboo. In other games with resource caps, production stops when the cap is reached. In Gooboo, reaching the cap divides production by a factor that increases the more resources you generate. You’re also not allowed to spend more of any resource on a single upgrade than the cap. This mechanic breaks immersion a little, but it greatly reduces the compulsion to micromanage the game caused by resource caps. (Gooboo in general has a lot of interesting design decisions. It implements the first concept I stated, although its most active components are idle compared to what I usually play.)

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Devs, why do you make games? (incremental.social)

To be more precise, what do you seek to accomplish when you develop a game and release it for the world to see? What is the effect you desire your games to have on their players, and what do you hope to gain from these games?

That’s it. I don’t have any relevant backstory to tell you here.

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Finished https://galaxy.click/play/357. I found it unusual that at one point in the game there's no actual need to interact with the content before that point, but that content isn't hidden.

#incremental_games

[-] kopi-pasted@incremental.social 3 points 2 years ago

I've been playing Matter Dimensions this week. It's a really tedious game, and yet I keep playing it for some reason. I feel weird playing it.

[-] kopi-pasted@incremental.social 2 points 2 years ago

I've had a nice week as far as incrementals are concerned. I've enjoyed two new games released recently, which is a lot.

Emoji Recycling Center is a game I very much enjoy. The game is a bit slow, though there is a charm to the slowness. You can freely ignore its release date I've also played this very short game with poop. This one has a story. I've also unfortunately lost my progress in Pedro Pascal's Triangle of Prestige, and so I am starting the game from the beginning.
I've dropped Synergism, deleting my save as well as the many exported savefiles I've made over the course of my playthrough. It had become a daily chore for me, and I'm relieved I no longer feel compelled to check up on it every day. To new players, I'd recommend considering your first Singularity as the end of the game.

Regarding non-gaming stuff, I've started taking antidepressants to help with my anger issues. They seem to be working.

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First off, a definition: I define the “abstractness” of an incremental to be based on how much it is removed from other genres. For example, Kittens Game and Clicker Heroes are not abstract – the first is themed around civilization building while the second one takes mechanics from RPGs. Meanwhile, Prestige Tree is a prime example of an abstract incremental game since its themes and mechanics don’t seem to have any clear origin in other genres. Swarm Simulator would still be abstract, although less so since the game has a semi-realistic theme.

So then, the question - Do you have a preference for more abstract incremental games or for incremental games that incorporate more elements from other genres? What aspects about your preference make you prefer them? And how do you think the group you don’t prefer could improve?

Personally, I like the idea of less abstract incremental games since they seem to provide more of a sense of “doing something” (even when I know this isn’t the case). However, I find myself more often than not rejecting most games of that kind since they don't live up to my expectations. The more abstract incrementals are easier to get into and because of that I find myself playing them more frequently.

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It is a sort of tradition among some in the incremental games community to publish joke games every 1st of April. Many are quickly forgotten, some can be legitimately enjoyable, and a select few develop cult followings. This year is no exception.

Here is the list of all April Fools games released this year that I know of:

  1. Pauahtan’s Pupils’ Trial of Prayer - Also known as PPToP2. Takes systems from several other incremental games, some of which are also April Fools games. Does not autosave, so remember to save manually before you leave.
  2. Infinite Prestige - An active incremental game with infinite minimal prestige layers. You will feel burdened by the lack of QoL. How far will you push before you get tired? The dev's challenge is to reach prestige layer 10. I implore you to go further.
  3. galaxy.click counter - Not so much a game as much as a response to Reddit's April Fools event. Who in their right mind would create a button, and then prevent people from clicking it more than once? Horrifying, I say, horrifying! Thankfully the galaxy.click counter has no such limitations on click count, although it does require an online account.
  4. Emoji Recycling Center - I don't know if this even is an April Fools game to be honest. I'm legitimately enjoying this, though like PPToP2 it also does not have autosave.

...and that's it! If there are any that I missed, please reply in the comments for all to see. There's apparently an April Fools incremental game jam and I didn't look at the submissions.

P.S. Antimatter Dimensions' Reality update was finally ported to the mobile version of the game this April 1st. It's not a joke, though since it did happen on that day I'm including it here as a side note.

[-] kopi-pasted@incremental.social 2 points 2 years ago

835th playthrough?! You've managed to keep count of the amount of times you've played TPT?

[-] kopi-pasted@incremental.social 4 points 2 years ago

My bad, was wondering why it was called "recon"... HACK GROW HACK WEAKEN? What on earth is this madness? Did... did you... did you do this on purpose?

Anyways, I think I'm going to write the essay despite no one asking.

[-] kopi-pasted@incremental.social 27 points 2 years ago

The code is for an incremental RPG programming game called Bitburner, which uses a version of JavaScript that has some additional game-specific APIs and restrictions (the game originally ran in a web browser)

This code in particular is a (flawed) solution to the first problem the game throws at you, which is finding a way to hack as much in-game money as possible from in-game servers. (The problem is more complicated than it appears at first glance, and I'll try to elaborate if you ask.)

Urghh, now I must post before I leave...

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kopi-pasted

joined 2 years ago