Spyke

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Where do you find new incremental games to play?

Discord servers for other incremental games can be a great source - as long as their mods allow for cross-pollenation.

I quite TPT mods, so there's two lists of mods here: https://raw.githack.com/ducdat0507/prestreestuck/master/finder.html Or https://ducdat0507.github.io/prestreestuck/finder.html

I used to play FairGame, like a LOT, and we frequently recommended games to each other there. Generally games with interesting mechanics or straight up oddness.

I want to have a trawl through the Japanese games Laleyou mentioned below - that looks like it'll be fun! Firefox uses an in-built translator now, so we'll see what comes from there :) (Edit: no Japanese support for xlation yet)

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Weekly Incremental Check-in

This week I'm playing PPTop (the first chapter) - although "playing" is a loose term for "waiting for the next click to become available".

Fundamental

Quite a bit of SquareIxion - but softcapping everything seems like lazy balancing, and the space issue is almost as bad as the blue colour used for prestige. YMMV, of course, and it's definitely worth a go if you haven't look at it yet.

Centaclick was really interesting! You have 100 clicks - how far can you get?

HackThePlanet was made for the recently-finished Summer Incremental Game Jam (all games here ) and I'm looking forward to playing the heck out of it once it's done!!!

Another from the jam above that I very much enjoyed was Neon Turbo Throwdown - a CCG with incremental elements. Finishable in a day if you plug away at it.

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What is one change you would make to an incremental game you have played?

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.

Sorry to crash your question with this reply!

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What's your favorite implementation of a prestige mechanic?

Really enjoying Dodecadragons and how it handles prestiges. Earlier resources become automated, and while there's still some grinding it's not forever and you know that there's going to be a milestone that takes the pain away. Each resource builds, and you know what your target is for the next prestige. I like it.

Louigi Verona's Machinery, I liked the way different prestige mechanics still mean the game is still more or less the same time between resets with more progress, and adding new mechanics.

CheckBackMod - spending prestige currency for more gainz, carefully! It's entirely possible to go backwards because RNJesus isn't on your side!

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What are your thoughts on multiplayer incremental games?

Hello, my name's Grapes and I'm a FairGame player of over 2 years, current run.

It's an unusual multiplayer incremental in that it doesn't have a market, which is generally the multiplayer feature in incremental games, and we've had a lot of markets. FairGame can be described as a race, or series of races in a round, which itself is part of a season; players climb ladders to reach the top and promote on to the next ladder until we reach the final ladder of the round, and promote off it to win. (Players receive points for how "well" they've done in each round; these points accrue over the course of a season but have no effect on gameplay across rounds aside from increasing the number of ladders in rounds.) Part of gameplay is the ability to "shoot" a player from the top of a ladder before they've promoted onto the next, requiring them to start that ladder over again. Shooting is done by gathering grapes from the base of each ladder, grapes produce vinegar which is both defensive and offensive. The game has a number of superficially simple mechanics that, together, ensure that each ladder is unique, and each round is different. Other players' actions can, and will, affect how you must tailor your own strategies for optimal, or sometimes merely adequate, play.

This isn't an advertisement, despite the link. If you've managed not to hear about the game, the link allows you to look at the game and see the mechanics I'm talking about.

Other multiplayer incrementals I've played have been resource gathering with crafting, and selling of either raw resource or crafted products, with the "NPC market" and a further, lesser-used, player market. I've played one game only, one about the tulip mania a few years back, that was an entirely player-generated market working with scarce resources, which was an unusual take on the market concept which is frequently overflowing with resources and highly unbalanced.

My thoughts from playing games of this nature is that building a community is key, it establishes a core of players that waxes and wanes but means that when new players enter the game there's somebody around to walk them through the early game, explain features and strategies, and communities will be the reason players return to your game when the initial wonder at your worldbuilding has worn off. A moderation team is fundamental part of your community; if you don't have them it'll turn into dross in no time so choose carefully (I say as a moderator of communities for decades).

Other thought on multiplayer incrementals is: please, no more markets. Think creatively about how your players can interact - conflict, support, shared goals. And get feedback from your playerbase, they'll let you know what isn't working.

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What are some concepts/mechanics you wish you saw more in incremental games?

Proper multi-player support. Where MP is a core part of the game and it's very difficult to play without - I'm not talking a market where players sell resources/goods. This can mean that it's possible that large groups come together to close other players out of the game, but developers have to design around that, and quite possibly design the game to ensure it can't happen.

Game design needs more creativity and exploration, I feel like there's been very little progress at all in the last 25 years. Graphics and music are better, but the core game loop? Same, same, same.

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Weekly Incremental Check-in

I haven't had a check in for ages - thoroughly burnt out, but the houseguest is going away next week for a fortnight which will give me time to decompress somewhat.

On the burner this week has been:

Warzone Idle - Risk as an idler. I play on Firefox and recommend you don't, it's horribly laggy.

PedroPascal'sTriangleOfPrestige - 8 days until I can click buttons!

IncrementalFortress - again

Fundamental - a slow-paced game that I'm really enjoying still, 3 months in.

ProgressKnight2 - all the thing go brrrr

Game testing for Get a Little Gold - a Flash game originally hosted on Kong - you can rip the .swf from there and play it as a standalone with all buyables unlocked. The new version is made with Unity for an Android release. I'm playing under Bluestacks and you can't have it yet - but it'll be thoroughly tested before it goes public. We're also looking at ways to make a cold start more engaging because currently ... it is not.

Anti-idle: The Game Flash standalone downloadable from Tukkun's (the developer) Google drive along with their other work. It's still being supported after 15 years! <3

Non-incrementals: Dorfromantik - it's very nice :)

Rogue Fable II - 45-60 minute runs, playing it since release and I still die more often than I win.

Civilization IV - Beyond the Sword - this links to GOG and is a downloadable, DRM-free version that you buy once and you have forever. Make backups. Playing this for 20 years and realised only recently that I play it as an incremental. Culture victory only, city flipping, no war, no espionage. It's extremely hard to win.

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When are incremental games genuinely fun?

I've played games that would, while running full screen, also show the current time and included an alarm you could use in case you got a little too buried in it.

I found them both effective.

When it comes to manipulation in media, games with subscriptions or MTX are more manipulative than games without simply because the owners want more of your money. It's the difference between, "Here is our game, how much money will you give us over x time? What if we tweaked this gameplay, and made this look nicer, and used FOMO while selling this cosmetic item, and made this piece of kit a today-only 'bargain'?" versus "Here is my game, like it or don't but it's already made." The latter feels like a more authentic piece of media than the former, which feels entirely extractive.

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How much do you care about the resource consumption of incremental games?

Edit: it's the factor that determines whether I'll play it.

Low overheads, please. If the game is graphics heavy then I want to be able to disable everything possible beacuse I'm running eleventy games at any one time, so the more resources one game wants, the more games I have to close to be able to play that single game. And since I play on a laptop with inadequate cooling, they'd better all be light.

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Weekly Incremental Check-in

99% ME/CFS crash this week, 1% brilliant comedy night. Can't complain.

Just saw that MrRedShark's Shark Game Incremental game has had an "update" - wondering if he's added any content or if it's just Russian language support. Edit: Appears to be a different game.

Added Demonin's DodecaPark to my rotation list this week - gotta catch 'em all.

Am having a solid stab at Fundamental (finally) - I think what I was meant to do all those times was wait (and wait and wait) to buy the upgrade that feels a week out of reach and spend a fortnight working toward it before resetting/discharging. I'm at the very, very start of the game - literally 100 energy for this prestige - and it feels insanely slow. Slower even than ... oooh, that incremental where you very slowly upgraded limbs then bones then single nerves to be healthier or sommat. Very odd game. Did it have an end? Who knows.