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incremental_games·Incremental Gamesbylaleyou

What mechanics stay with you recently?

Here is the thread to share what mechanics have effected people this time. Incremental game sourced mechanics are recommended, although others are welcome. Remember this is a casual, helpful, and fun discussion that may make you lightheaded.

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I've been thinking of how to handle the issue of accessibility of Cavernous II, which is a game in which you are in control of multiple agents and need to find optimal routes to goals using them. After a lot of thought, I concluded that the best way to resolve this would be to abandon the idea of multiple timelines entirely, instead opting for a single timeline where all agents can be controlled. This is rather similar to how most games handle fine-grained control of multiple characters. I don't think this system would work well for the game as it is though since a: such a method would lessen the benefits of existing routes from boosts, forcing one to rewrite routes just to make minor edits b: the routes in cavernous are quite long and this system makes creating routes more time-consuming.

I've also been thinking about the primary mechanic of a somewhat old mobile (non-incremental) game called Robotek, which is choosing a slot machine, pulling it, and then performing actions based on the results. There's a significant amount of luck but also a significant amount of control. I feel like such a mechanic can be transferred rather seamlessly into an incremental context. Dunno Dice has a similar mechanic (the primary difference being that you gain resources instead of taking actions) and I find it to be a fun game.

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I just played a couple roblox games. One money incremental [event] was based on increasingly microscopic rng like 1/2,1/50,1/250... as items that you try and get using upgrades to luck #, bulk roll #, clone reward #. they also operated like milestones in that in addition to currency multipliers they might also have surprising boosts to make you go for them and try to game the system, picking from several different possible rng rolls to improve in that way. There was also circle grinding incremental which ended up mostly featuring a mining feature, which is a minecraft like cave with unbreakable walls of blocks that respawn a ore randomly a delay after mining one. this one from the outset promised you could get a million times stronger then initially because it was one part of a network of interconnected upgrade areas, and questions of how to handle it were a bit more involved then usual because of that when do I leave questioning. It played out with an upgrade that has a small chance to deal a click to an whole layer (around 100x) after mining a block, although each new cave in the sequence of deeper caves would start off taking around 10+ clicks per block or more by rarity. Recalling times of recording myself playing something my experience learning these was probably more nuanced than I may give credit. I also played prestige Trees but didn't get far enough, may pay more attention now,

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I've been thinking of how to handle the issue of accessibility of Cavernous II, which is a game in which you are in control of multiple agents and need to find optimal routes to goals using them. After a lot of thought, I concluded that the best way to resolve this would be to abandon the idea of multiple timelines entirely, instead opting for a single timeline where all agents can be controlled. This is rather similar to how most games handle fine-grained control of multiple characters. I don't think this system would work well for the game as it is though since a: such a method would lessen the benefits of existing routes from boosts, forcing one to rewrite routes just to make minor edits b: the routes in cavernous are quite long and this system makes creating routes more time-consuming.

I've also been thinking about the primary mechanic of a somewhat old mobile (non-incremental) game called Robotek, which is choosing a slot machine, pulling it, and then performing actions based on the results. There's a significant amount of luck but also a significant amount of control. I feel like such a mechanic can be transferred rather seamlessly into an incremental context. Dunno Dice has a similar mechanic (the primary difference being that you gain resources instead of taking actions) and I find it to be a fun game.

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What mechanics stay with you recently? | Spyke