Spyke

Replies

Comment on

Weekly Incremental Check-in

Am playing these new tree games Celestial incremental and Idle 2. celestial is quite long so we'll hear about it later, Idle 2 apart from being fun made me think about why anyone would not use Profectus- I can see the constraint if you think so widely inside of computer code itself and then Profectus is specific in that way, I am relaxed though because it's probably not a issue for conceptual efforts to make it more accessible.

Want to add something else which is my also playing a lot of Escape games, they are a underpinning genera to incrementals for me, as they are very visually unfolding. It's possible I like incrementals a because they allow time to have such a spatial meaning, the lack of which is typically worrying to me even if it is probably not a hard truth. (to be clear I am not talking scientifically here), and this to add a rec for room escapes. Masa's games are very accessible, and a more dramatic release is coming later this year from Neutral, which will likely be a giant castleesque affair. Oops if this is only related to incrementals through my bias?

Also will now prioritize this arg tree game from the tmt discord releases now that I am pretty sure the creator joined the chat, It is fun to look around everywhere, I don't know how hard it is but if my first try at a wider context atm is any indication then yes.

Comment on

Weekly Incremental Check-in

Trimps starting to be where people mean when they talk about restarting over the game being too complicated, lots of feature introductions filling out lots of upgrade improvements. still going to be a while to wrap my head around the actually structure in terms of other games.

Celestial incremental, calls itself a tree game but there isn't such a visual of the reset tree... the features also don't match each other clearly and lead to some scope explosions. The features themself can be annoying but everything is an upgrade to them so the main tension are the resets. There is also a lot of running around menus which acts as kindof mazey to remember which features are relevant at a given time and reset.

Comment on

Weekly Incremental Check-In!

This week I have been doing the oft mentioned 'grinding nom' in trimps which is not what I expected at all, I didn't appreciate that it would get faster, even to the point of multiple a day, ie before anything else became accessible. Wild ride

Also have technically been replaying some Demonin games as I decided to a approach to learn Profectus that is via copying games(which I always like doing with drawing) with vue/vite, which is going pretty well. need the general understanding of game loop pieces and what each Profectus piece ought to be doing outside of being so contorted and obfuscated with detail.. am having someone help so will probably get there. I mean I want to be able to do acrue design that I know can be translated into an existing language understanding so it's taking longer vs trying to flexibly figure out a way each time or what have you since I can't get used to anything like that.

Comment on

Weekly Incremental Check-in

This week I've been playing some steam games I hadn't previously: (I've made the links be the ones contained in the steam 'play game' button for fun)

the Gnorp Apologue I've been playing Gnorp, and it's a neat case how it mellows being a strategy game by not letting you reverse decisions, and making every such path playable and forgivingly a bit convergent. I started feeling cautious because it seemed that if I used some idle mindedness or early prestiges the game would be over without knowing what happened. I am running at about a prestige per day now though and it's not a issue.

Stuck in Time Have been getting more and more into the loops subgenera although hadn't looked closely at this game. An advocate on Incrementaldb.com pointed to it from playing, the recent the Road not Taken which is excellent, and it's hardly similar but the on boarding worked. In Stuck in time you have to wait for the loops you set up to get to the right place in order to optimize each part, which causes a lot of staring at the screen if you are not careful. In drawing from the grid based approach it's a lot more open world than usual, but the fog of war as ngu is effective despite not being strict. I considered making a topic to see whether drawing the 'loop' mechanic closer into the fold checks out and it may happen.

龙崖 This game Dragon Cliff commonly runs 80% sales apparently and I had earmarked it. What I found to my amazement was a really visually cluttered game that still remained simple by being made out of so many familiar elements, a neat combination. This ended for me when progression started being linked to increasingly specific and esoteric gear modifiers, but thinking of it as such a direction to shift into I'll likely be back to try and follow it as I suspect it's properly incremental.

Have also played a ways through Incremental Fortress 1.0, my strongest impression is this game is really funny. I was starting to get bogged down in the amount of gambling you end up doing and thinking like, why is there no automation for this, so I tried just avoiding it more and progressing which seems reasonable and what does he do? with just a rhetorical quip a second gambling suite is introduced, and I was all for it. Really the quip was just a joke because the second one replaces the first and is more powerful, but the whole game is like this. I'll reach being more in depth upon being closer to finishing but I feel like it's of the best, it even has dragons!

Comment on

Weekly Incremental Check-in

Have been looking around for games, but didn't quite get into the ones I found enough to jump at sharing.. Think I just want to be more indiscriminate and look at games just for format vs content if that makes sense... maybe have some such microcosm of organization each time around, so will try to do that

Comment on

Weekly Incremental Check-in

I am not able to believe trimps is real anymore, it's a fantasy land each time I go in.
The release of Tsuneko Apple for your consideration.. am at 90000 score as I speak although such is not approved yet. Am practicing drawing and need to leap to include incremental aspects, having largely conceptualized for it.

edit: 100000 got, did our culture right, tsuneko could not believe it!..

Comment on

Links to lists of incremental games

I feel like if someone could crawl and index the weekly reddit thread and make it available that would be ideal, or I guess just every instance of people talking about incremental as people donating lists is usually the way but of course is situational. Have no idea about the ethics of such a practice it does seem ai ish. I guess we don't have a full time incremental deep diver the ai would be replacing but still i unno, people don't necessarily want to be crawled so what i am saying is probably a moot point. we may just need to make more lists, the more the merrier as it were

Comment on

An updated incremental games canon

Reply in thread

The Dodecadragons play seems like a big jump but I am mostly using it to actually cover off Antimatter dimensions which was not included, am thinking these are not active games but the action of them in all in number go up. So gameplaywise I am thinking about like 5min idle increments type thing. And Dodeca just seems like a good UI complement to Universal paperclips.

Unnamed Space idle somehow skipped my mind when i was thinking about space games but was in mind when I removed NGU idle. It also has the 'zones' from Trimps, similar to the enemies from NGU which in both cases are closely tied to the currency of a overarching prestige. Apart from this if we consider the many minigames I think we actually do come back to Increlution which I put as the space game... if we are thinking about the minigames as a whole instead of this is the minigame I am to some extent blindly doing right now, I suspect we are thinking about optimization in some way. So I am tempted to displace this to arbitrarily make room for theory of magic and the automation games I displaced in my reading of increlution.. And honestly I probably should call it this being kind of a sweet way to do that.

Prestige Tree was not included... while I definitely am game to let in Advent incremental (who hasn't played advent incremental? It's almost time..), the sensibility must also be considered to simply not include all this for being more so a format than a particular trick. Still there should be something to cover that concept of 'prestige' in it's unabashed sense, ...In some sense Learn to fly does this because it's like that idea of a roguelike that is actually moreso about metaprogression. The ultimate test though is whether a tmt launch game would make sense, well Advent incremental matches the plot of a launch game, haha will not even say any more.

Comment on

An updated incremental games canon

Reply in thread

  • The Dodecadragons play seems like a big jump but I am mostly using it to actually cover off Antimatter dimensions which was not included, am thinking these are not active games but the action of them in all in number go up. So gameplaywise I am thinking about like 5min idle increments type thing. And Dodeca just seems like a good UI complement to Universal paperclips.

  • Unnamed Space idle somehow skipped my mind when i was thinking about space games but was in mind when I removed NGU idle. It also has the 'zones' from Trimps, similar to the enemies from NGU which in both cases are closely tied to the currency of a overarching prestige. Apart from this if we consider the many minigames I think we actually do come back to Increlution which I put as the space game... if we are thinking about the minigames as a whole instead of this is the minigame I am to some extent blindly doing right now, I suspect we are thinking about optimization in some way. So I am tempted to displace this to arbitrarily make room for theory of magic and the automation games I displaced in my reading of increlution.. And honestly I probably should call it this being kind of a sweet way to do that.

  • Prestige Tree was not included... while I definitely am game to let in Advent incremental (who hasn't played advent incremental? It's almost time..), the sensibility must also be considered to simply not include all this for being more so a format than a particular trick. Still there should be something to cover that concept of 'prestige' in it's unabashed sense, ...In some sense Learn to fly does this because it's like that idea of a roguelike that is actually moreso about metaprogression. The ultimate test though is whether a tmt launch game would make sense, well Advent incremental matches the plot of a launch game, haha will not even say any more.

Comment on

Weekly Incremental Check-in

I am still playing Trimps since it's so easy... Am at around Z350 so the issue is complicated map calibrating but it can be delayed Have been less eager to go through smaller games since it requires some kind of downloading wait times and maybe have been feeling less of a multitasker. I am downticked with watching youtube though as I long disabled the recommendations and no one's voice of the people I know is quite compelling enough for my mood. I used to really like a game where you just sit around with others as like a screensaver to idle but maybe I have too much motivation now for that. I will probably play on the Hypixel minecraft server player housing incrementals since somehow the engine is more compelling player side than prestige tree... It's the feeling of just wanting to be in a game so downloading the idle time affordances to do so, and compromising amazing game vs still proxying to gameishness that I've had in mind playing it. Can sparsely wait until this stuff gets into Profectus yet jumping off someone else's reasonable establishment instead of stomaching it is important for confidence dodging negative feedback loops I'm pretty sure..

Comment on

Weekly Incremental Check-in

This week I tried to play a lot of idle games, and had varying success
Started with a hypixel game ⚔Slayer Sim v2⚔(/visit xSublimity) which is a typical format of a series of enemies with bosses each having rng droprates you collect into gear upgrades in various creative ways. You are only semi meant idle, its usually restricted to needing the window open with a button held down outside of a dedicated afk non rng area. I might have finished this but some of the extra features involved extra progress boosting items only some players get (droptable of 8 items you can only roll 3 times total and have to easteregg hunt the rolls) and the dev was saying things like 'I just want the most addictive game..' Tried to get back into USI with the limiter being the amount of text, could have restarted but I remember things getting unlocked super fast anyway.. that being said I also tried Melvor which is super simple but didn't keep on it either yet so probably nothing. I did try Pokeclicker substantially more though since I know about all the scripts that it has to supposedly not be clickery, but I think the type of attention is intrinsically clickery which may have contributed to wanting to play it more but I ended up not feeling it's intrinsically Idle with scripts, which maybe is interesting. Played another hypixel game AFK Simulator Graveyard v2 (/visit AquaMLG) the graveyard portion of which is the same as the previous slayer sim game except fully afk capable and precursed by a plain afk game where you rank up and unlock new variously helpful areas. This was really fun and I only stopped several days into the graveyard part. I think while having lots of worldlyness is nice it also creates an issue of what is fun to afk vs what is incentivizing overly rechecking around... Short games from incrementaldb I played Tower wizard and also Truffle wizard. for me the latter having optimization able to completely remove the idle time is off putting. The former was funny in that ::: spoiler edit: fixed this [spoiler] it's clearable without prestige ::: aswell as making me like that kind of 2d visual space, although I will want to split from taking it in a screensaver village direction though I will recheck some such games having said that. Finally started feeling I could get into Verteron Controller factory which is a 30 min version of 'best in timelimit' type games, (6x as long as rabbits lay eggs ) but I think it was mostly resource grid that truly prepared me lol. atm I am not convinced the strategy is that complicated and it seems like you learn something new each run, it can probably be idle to some extent but it's also super engaging actively (various ways of getting information). Really it's not idle at all most evidently because you can't pause for 30 mins but the kind of information gathering that then translates to still spontaneous idle time is good conceptually. perhaps the kind of extra checking for information I am looking for vs 'keep restabilizing your plan' which applies more to games that don't constantly restart perhaps (new information but not related,)

Comment on

Weekly Incremental Check-in

Starting to prefer chat on some level but in another seems more open to post here.. Have been playing the new Midnight idle, pacing back and forth about continuing it. Something funny happened though, while the game's case of 'overly long' wait until 'long idle' seems unavoidable, the the ebb of not wanting and wanting to play it has this effect! With similar resolve I slowly continue Shgabb clicker, as the suggestion it's a product of previous clicker lineages is exciting to some extent. Right now am mostly using the effect of 'well are we actually bogged down or can we push to the next?' which is a newly opaque feeling although I haven't played an endgame(post earlygame?) in a while, the deference of which now is outdated! due to all the substance now in mind for them. Also broke past my low record in Armory and Machine actually (seemingly 3rd party required, apk download), following Midnight idle's citation (still haven't played AD either so not the strongest reason) I stopped playing it with a feeling it's boring - largely a falsehood with in this case a cause of it looking similar to the classics... check your watch for that mistake of reason, not that that reason is likely the real one vs just being tired...I heard it's good to listen to your thoughts I guess because they sort out things like that, getting to the root of it like that lets me wonder if it's true to some extent..
Yea and still playing Trimps although I don't typically hold consistencies.. am not sure playing trimps is exactly a foil to that. It's still definitely a USI like, really setting itself apart from other old games though as the core mechanic feel so big... like sure it still introduces new mechanics, but their more like augmentations to the main one rather than just connected by resources. so am still wired, some monumental things have been going down with the game dev devs I follow with scenes like the one pictured, but I'm still holding out for incremental games (and escape games). even if the game seems random or robotic your own experience of it is never so, so please see if you can avoid that interpretation of need for connection.

Comment on

Weekly Incremental Check-in

Reply in thread

Maybe shouldn't have actually linked something technically external, but now to diligently give some detail. For one thing yea it seems they are not using their ideal on/as their process, something I also struggle with so will cut some slack. Maybe it's just fine though 'don't criticize character' from the list of fallacies seems relevant. That being said, my thought is that the understanding has a basis in 'alive' and 'dead' as like robots are dead and so is kind of trying to claim gameplay is interacting with a robot as inherently inhuman. it's assuredly hailing from pushback against like all the media targeting early stages of game making, which maybe cause worry about it becoming the whole picture(making foremost appealing games) vs the idea you would move on to try and express yourself, humanisticly.. well the quote is funny as a copy pasta because it questions potentially long time ago assumptions. which here is used on this idea of people who maybe got caught up on this early stage or pattern of game making. which may or may not be definable as having remotely retentive gameplay.. going through more closely though I personally finally noticed to distinguish upset comments as vs suggestive comments, ie the main issue is people involving meta criticism contents in a game as opposed to feeling something about it. So the idea does seem to fit as getting past the extent gameplay makes you think about zeitgeisty stuff vs yourself.. which is a mess because identities are kindof like that as well, or actually not and it is just people bringing up old feelings which remain valid and potentially separate from old system following.. Might continue(although I am interested in alternatives to immediately finishing thoughts) but I realize all that needs to be said is regarding all this talk the criticism clearly isn't literal lol.

Comment on

Weekly Incremental Check-in

Reply in thread

Don't actually think having a more clear statement is worth the need to spell out a whole characterization, am prepared to do the work, yet now more fully think it's a loosing battle. Kindof unfair though so after I make my own replys I'll see about it

Comment on

Weekly Incremental Check-in

Reply in thread

I like the statement about the purpose of communication, and I ended up concluding to myself that sharing an understanding is important, in the sense of sharing incrementals here. When you said barriers I feel like that makes the most sense as barriers between similarity of existing understanding, and can't make it out so much as any kind of delivery of understanding. So that you are not actually delivering any understanding but making what you say relevant to any shared thing, essentially extending your reach to develop it beyond one person.
Also it seems relevant with moderation, taken as meaning each person is comfortable with the relevance of the conversation. The heroic guy of the original quotation finished now and it does seem it's not more complicated than a case of time/energy waste worry. saying about wanting self determination and to disavow things that bring unease, which is similar to sharing experience about a shared approach between multiple people, with the extent both are a sweeping mitigator of discomfort. So I mean it's helpful for me thinking about what makes a place safe, but ofc we are not exactly running a controlled trial here for each new gameplay. so it's ongoing Want to reply with what you each say as good practice... How I am reading it now with this is that you can play on your own but then for the brunt all missteps it's only you, (as both creator and player). And then creator's mark would be the understanding they value to use, either talking with specific peers or querying a wider amount on something else, like normal. Of course things can still get made anyway with just the hope of catching on.. Maybe there is still a thread with them of not wanting to use any particular understanding (they are not really part of any group on social media). am not sure about that but do know the extent of wanting to freely move between understandings upon different difficulties is a thing. there was some leaning to ask what are predetermined beautiful things as vs this activity of somewhat constantly reappraising what works in particular, but ideally I guess the thing in common would be a predetermined safe thing on some level so, like using moderation to offset risks, like the how the default is doing nothing. talking to others is like trying to stack your odds, but it has layers of odds because understandings are weird but it doesn't need to be from first principles it can be a weird understanding that you start with - or otherwise a weird situation of people to talk to such that you only can get reassurance/stacked odds with particular things. I definitely struggle with wanting to stack my odds before doing things a lot of the time, probably just proportional to personal history of danger. so yea different histories and access to reassurance may cause these different relations with what gameplay.. as a

Comment on

Weekly Incremental Check-in

Have been playing Super Turtle idle like crazy, it's like a Melvor with no inventory limits so you just amass millions. Any kind of activity sequencing is replaced with just using/having the right gear. In a recent update the balance now revolves around achievements and completionist tasks for power scaling, which is a really good take on USI. Also tried to play Mr.Mine. First concern was the different features each have the potential to give very left field/far reaching boosts, which I would say is overly complicated design at this point. Preferring new things to be revealed one new area at a time, and so for boosts to only work backwards as opposed to being predictive I guess - this preference may not last. However this game doesn't help me dwell on that because it's tied up in premium currency. seems to operate on basis of 'please give us feedback', and so is well balanced, which has to be respected. The skew towards dilemmas rather than typical surprise was a problem.

Comment on

Weekly Incremental Check-in

Reply in thread

It's because we chose it in guide-to-incrementals/defining-the-genre/#a-modern-incremental-games-canon. There might be other ways to interconnect systems, I mean the one where they all contribute to the original battle system and not necessarily to each other. I like the idea of having a soft surprise where an old feature you are idling doesn't change, but you have to push it to a limit in some way because of context from a new one. When I write things it's usually only for this kind of continuation of idly in mind concepts, ideally from a well played advanced state as to have more to give I guess.

Comment on

Weekly Incremental Check-in

This week I have still & exclusively been playing Super turtle idle, and my time with it is winding down for now, while I posture for 100%. With the game now being ver 0.47, this was my 3rd time playing. However, it seems the dev likes to show off ambitious UIs, and claims the game is only currently a 'shared web experience', which manages to bode well for me. It is the UI's that set this game apart, each one is beautiful or at least evocative. In a pleasing way, for this happens to resonate with me, they give off no semblance of coherence.

In a similar spirit, I am not sure what is going on with my Trimps gameplay. For I slowly turn jaded about the 3 minute wait each day for the idle time to process. I think however, what I found magical about the format remains so. This must be a long long games thing, where the progress feelings mellow out, for the original expressive motivation to shine. Usually I would move on to another game, but with this one showing me what it is to work on something for so long it's something special. In the end though, that the game can be played so idly does not excuse my not calibrating all the mechanics to overcome challenges. I maybe forgot that it is like a weird language learning class that I signed up for without actually wanting to use. Such a thing is absolutely not why I play games, so while it is an incremental thing I don't think I'll run out of things to talk about if I call it closed. I type this out for being a bit of an interesting edge case for various things... as I am wont to do so will see how it shakes out now,