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