PokeClicker is a very active game. I prefer idling. I unabashedly use [scripts](https://github.com/Ephenia/Pokeclicker-Scripts) to change it to be more idle and I'm having a good time.
PokeClicker is a very active game. I prefer idling. I unabashedly use scripts to change it to be more idle and I'm having a good time.
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 would have no clicking for resources. It drives me bonkers! That said I'm also doing extensive testing for a game in which click_for_resource is the mechanic so perhaps I'm only averse to it when it's the standard click for enough money to buy the first producers sort of game.
Also, I can't reply to your comment from some days ago about where reports go. I only realised that I have notifications and where they are, so I'll start checking them :-/
We also have chat, you're welcome to join us there for discussions that sometimes involve incrementals and ping myself or TPP if something needs immediate attention.
Hmm, this feels like the inverse of my own opinion. I don't like clicking that much but am totally fine with the standard "click a bit for your first producers" mechanic. Curious why you dislike it.
That's okay about the old comment, I can still see it so here it is:
Pure curiosity—if I hit Report, do you receive the report or does my instance admin receive the report? I reported the post before I saw your comment.
We also have chat
Huh? I'm posting from Mbin, and it looks like incremental_social is an Mbin instance too. Do you mean your Matrix space?
And no problem replying, I appreciate it! Kind of jealous that your weekly posts get engagement. I'm basically the only person propping up @otomegames@kbin.social and people didn't reply, and I've fallen off on posting the weekly threads since. But I suppose incremental games are less niche than otome games, so it makes sense.
She probably does mean the Matrix space. incremental.social has a slightly different interface compared to other Mbin instances, with the Matrix space being linked to as "Chat" in the navbar, there being a "Code" button which links to the site's Forgejo instance, and the link to the list of magazines being listed under an icon on the right side of the navbar not present in other Mbin instances.
As for the engagement part, it may have something to do with the fact that the people organizing this place have/had ties to the incremental games community back on Reddit. I know I wouldn't have joined if that weren't the case.
Kopi knows more about the techs than I do, I'm just here to be a pretty face :)
At the beginning it was just the three of us essentially talking to each other. It's growing very slowly, but that's good because exponential growth can be the death of communities.