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incremental_games·Incremental Gamesbykopi-pasted

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

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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incremental_games·Incremental Gamesbykopi-pasted

Summer Incremental Game Jam 2024 is now accepting submissions!

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!

Summer Incremental Game Jam 2024 is now accepting submissions!https://itch.io/jam/sigj-2024Open linkView original on incremental.social
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incremental_games·Incremental Gamesbykopi-pasted

[Game, not mine] Help Me Out

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.

[Game, not mine] Help Me Outhttps://individualkex.itch.io/help-me-outOpen linkView original on incremental.social
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newcommunities·New Communitiesbykopi-pasted

Incremental Games - a magazine for discussing and posting incremental games.

![email protected] 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 ![email protected] 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.

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incremental_games·Incremental Gamesbykopi-pasted

How does one make content in an incremental game meaningful, and when should one stop making it?

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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incremental_games·Incremental Gamesbykopi-pasted

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

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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incremental_games·Incremental Gamesbykopi-pasted

How abstract do you prefer your incremental games and why?

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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incremental_games·Incremental Gamesbykopi-pasted

April Fools 2024 Incremental Game List

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.

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incremental_games·Incremental Gamesbykopi-pasted

Are there any incremental games I haven't heard of that allow for continuous significant offline progression (that is, you can make substantial progress by waiting even if you've already been away

Are there any incremental games I haven't heard of that allow for continuous significant offline progression (that is, you can make substantial progress by waiting even if you've already been away from the game for a month)? I'm thinking of something along the lines of Gooboo, though I'd like something faster paced.

#IncrementalGameRequest

#incremental_games

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incremental_games·Incremental Gamesbykopi-pasted

On the monetary value of an incremental

(Edit: The author primarily plays incremental games via a web browser, and is not well-acquainted with the more casual mobile incremental game community if there is one. Because of this, please note that the "innovations in the genre" referred to in this post come mostly from web-based incrementals, and the "morally dubious practices" mostly refer to the monetization strategies used by mobile games.)

Historically, incremental games have primarily been free to play. They're released either as mobile apps or on websites, with the mobile applications making money via advertisements and in-app purchases while the web games are made by hobbyists with little to no financial incentives. Because of this, much of the innovations in the incremental genre can trace their roots to free games. (and open source, though that may be simply because GitHub made free hosting more accessible. That's a topic for another day, though.)

However, I've seen a trend in recent times where incremental game enthusiasts are more willing to play and recommend paid incremental games. Examples of these paid recommendations are Increlution, Magic Research, (the) Gnorp Apologue, and Sixty Four. On one hand, it's nice that incremental gamedevs are able to make money without resorting to morally dubious practices. On the other hand, it kind of begs the question as to what these games do to warrant their price tags given the amount of quality incremental games that can be played for free. These highly recommended paid incremental games definitely have a unique component that makes players buy them whether it be story, graphic design (sorely missing in a lot of incrementals), or simply a nice blend of mechanics. But if that's what a game needs to deserve money, then surely many of the free quality incremental games responsible for innovations in the genre deserve some support as well (if they're willing to take it)?

(Idk where to put this but there's also the consideration that incremental games may have harmful effects on a person's mental health on a level more pronounced than most other genres. Make of that what you will.)

Okay, my thoughts are getting scrambled. I will leave you with a few questions (which are mostly the same question):

  1. What exactly determines how much you'd be willing to pay for an incremental? Are there any paid incremental games you would've purchased if it had a lower (non-zero) price tag?
  2. Similarly, are there any free incrementals you'd be willing to pay money to play? And how much would you be willing to pay in order to play them?
  3. What are your opinions on supporting the developers of free incremental games? (Or just free games in general)

Forgive me if this post is unclear or repeating itself. I spent an hour writing this and I don't want to spend any more time on it.

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incremental_games·Incremental Gamesbykopi-pasted

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

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

Hey, thought I'd break the pattern of thepaperpilot being the only person posting. Now thepaperpilot and I will be the only people posting.

Yesterday, someone on the r/incremental_games Discord server asked if people preferred 2D or 3D graphics in incremental games. I responded with a preference for 2D graphics since I thought 3D games would be too resource heavy for my computer to handle.

This got me thinking, how much are people willing to tolerate heavy resource consumption in incremental games? I'd assume that incremental games are set to a different standard than other kinds of games since a lot of them are supposed to be run in the background.

P.S. if you're that person from the discord, come and say hi once you've managed to join us! This place probably needs some simpler questions. I feel I've gotten too complex with this one.

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