Thanks for posting this here u/diggyhole41! Glad people are enjoying the game :)
Also I fixed the terrible button click issue, so that should work for everyone on the itch.io page now.
Lot's of love <3 And all hail Remouladin!
Interesting idea. That said, I don't think I've ever seen an incremental game with realistic scaling or progression. (I say having made a game with realistic physics).
Often the balance seems to be between fun vs realism, and non-realistic choices are made in game development because it's both easier to make up the numbers and/or realism doesn't match the idealized 'fun' progression or mechanic.
That said, as a fan of realisitic simulation, I'd love to see what you describe.
https://play.google.com/store/apps/details?id=com.JoathrentStudios.DustAndDiamonds
Joathrent Studios is a small game development studio that consists of two 13 year old boys and me, their dad. We have made a few games however we are really excited about our latest game Dust and Diamonds. This is an attempt to make an incremental game without clicking (I really hate clicking, and love idle / incremental games).
We are very new to making incremental games and so I wanted to get this game out here to the community early to review and provide feedback. We spend a lot of time making games however since we are so new at it they often are of dubious quality. That being said, we are learning more each and every game we make.
If the community enjoys this game we will be investing more time in it, and at some point adding some monetization (just an early warning if you enjoy this early version, either reward ads or IAP's may be added).
Please provide any comments or feedback. Do you enjoy it? Great! No? Even better, please let us know what we can change to make it pleasant to play.
Also do you have any questions for us? We'll be checking in on this post to answer just about anything.
Surprised nobody has mentioned Progress Quest, which isn't really a game (you watch meters fill and don't really interact with it after you generate your character AFAIK), but it certainly inspired the creation of early Idles.
My dad stumbled into his first incremental game a couple years ago. There was some game released on mobile as a tie-in with a big movie release -- a godzilla idle game or something. The sort of thing that has a relatively broad appeal, beyond the usual idle game genre niche.
He installs the game expecting a normal mobile game, but instead finds himself in a game with insanely inflationary scores, increasing by orders of magnitude on a regular basis. Which just feels silly, if you've never experienced it before. And the game keeps playing itself even if you don't interact with it, or close it? You might say he experienced some form of culture shock.
So I had the pleasure of explaining the idle game genre to him -- that the insane inflation is a feature of the medium. With "NGU (numbers go up)" exemplifying that. He was particularly amused by NGU -- there's a game that does what it says on the tin.
That is literally not how TLS/SSL works at all. There is zero human oversight to which account gets a cert. You can get them for free from https://letsencrypt.org/. You can absolutely use bogus data/shell corporations to hide your personal information. Please do not trust a website simply because it uses SSL.
Reactor Incremental was a great game that kind of fell apart towards the end of when it was being updated.
It started out amazing and fresh and the developer updated the game like two or three times a week.
It's still probably pretty fun for someone who hasn't played it, but it falls apart late game because of the interaction between the overheating/prestige mechanics. Would be cool to see a Reactor Incremental 2 if the dev had the time to make a new one.
What a strange time we live in when it's refreshing to get a new Cookie Clicker Clone.
It's good from what I've seen so far. Played a couple of hours. Using Chrome, found no bugs. The lower tiers don't become irrelevant the instant you can buy something new. I like the look of the big water drop and that it's click animation doesn't restart before it is done. A large amount of achievements gives you some sort of end goal.
Suggestions:
I picked this game up 2 days ago and I think the idea is kinda neat.
But overall I'd recommend giving it a miss.
​
The idea is that it will draw a picture over time. With upgrades to speed, extra drawing pointers and income/pixel.
-
I've patched out the forced ads, so I can't comment on the frequency of those.
But it asks you to watch an ad for bonus income after EVERY picture that it draws.
There are also optional x2 speed and income bonuses that last 3mins if you watch an ad.
And some pictures that are locked behind ads.
-
It didn't take me long before I'd upgraded everything enough that pictures take ~8secs to draw, followed by a 15-30sec ad.
​
The whole thing is feels a lot more like an ad generator than a game.
I have mixed opinions too. The idea/concept is good, but most are too pay to win. They also regularly hit the sour spot of "too active to have fun idling" and "too idle to have fun being active".
I found that turret fusion idle (https://play.google.com/store/apps/details?id=com.sharkjump.turretfusion&hl=en) and castle fusion idle (https://play.google.com/store/apps/details?id=com.sharkjump.castlefusion&hl=en) were more decent than most, in that they were balanced enough to not gate you into paying, but the problem was kinda there even in them.
For what it's worth, Derivative Clicker was around before Swarmsim.
> Game often looks like Swarm Simulator
It'd be easy to read this as "everyone's copying Swarmsim", so I want to be clear: this isn't my work. Swarmsim uses Bootstrap with almost no customization. Bootstrap's a popular theme/layout used by many different websites, most of which aren't even related to incremental games, much less Swarmsim.
Hi all! I posted here a bit over a year ago with an early version of my game, Dragonfist Limitless, which got a bit of love. After years of painstaking work, I'm super proud to announce that it's been officially released!
It's probably best described as a mash-up of Dragon Ball Z, Punch Club and a small dash of Streets of Rage, set to the beat of an slowed down incremental game.
I've been making games all my life, but this is the first one that I've ever finished, so it's a huge milestone for me and I'm super nervous.
I hope you like my extremely lame and overly dramatic trailer which was a blast to make :D
The game is currently ONLY out on Android via the Play Store, but will be coming to iOS in the near future.
https://play.google.com/store/apps/details?id=com.raventhe.DragonfistLimitless
I've also created a subreddit for it over at r/DragonfistLimitless if you want to follow along!
Hi everyone! 6 months ago, I posted a prototype here, and got a great response! It's been a long time since then, but I've been working on the game ever since.
I'd love to hear what you guys think! Feel free to drop by and say Hi in Kong chat!
EDIT: Thanks so much for all the pleasant comments so far! Made my day a little less stressful :]
Mobile Link (Android)
https://play.google.com/store/apps/details?id=com.lavaflame.IdleSkilling
Dude, that seems really fun. I did the first boss and it reminded me of this android game: Little Healer. Really loved this game, too bad it never got more content.
As a healer in WoW, I find this is a great idea hehe Maybe in the future you could have other classes (Resto Druid wink wink).
Almost exact Cow evolution clone.
But as this one is faster, web-based (platform independent), there are no fullscreen popup advertisements every time you open the settings/shop page and graphics is pretty cute, I guess this one is actually better than the original game.
It would be nice if you mentioned Cow evolution developers in credits though.
Normally, I wouldn't run a java applet because of the myriad of security vulnerabilities, and so by running someone's game, I am exposing my computer. Having said that, I have seen some absolutely amazing games built as Java Applets... will you need it? I don't know. I think that JVM uses up more resources than it should. There are far better languages suitable to your needs (Object Oriented languages that compile into performant javascript such as Coffeescript which would assuage my disinclination towards potential harm.
It is CLICKPOCALYPSE II (source: I wrote this game).
The above screenshot is from the mobile version.
<self promotion begin>
I wrote an Idle RPG / Incremental Game for Android called CLICKPOCALYPSE II.
You could play that one. No microtransactions, just a few lovely ads. But who doesn't like watching those, am I right?
(The ads are 100% optional)
</self promotion begin>
A link is part of your complete post. I wouldn't say "I just saw a news article about blah blah" and not post the news article.
Google Play link: https://play.google.com/store/apps/details?id=com.grumpyrhinogames.idlearmies
Have you guys tried Tower of Hero? That's where I ended up in my search for a soda dungeon alternative. It's pretty damn good, actually, supports both active and idle play styles, has a fairly unique system of prestige, wherein you don't get anything for the prestige itself, but for every so many floors, you get a chest that contains one or more items that enhance various game attributes, and these items stack, and carry over through prestige. There's a pretty good size list of them, and it always seems like, just when you thought you had all the items, you get a brand new one with a super cool effect (The Genie Lamps are my favorite. They give you chests at the beginning of a run depending on your progress through the previous playthrough!) Also, seemingly endless amount of recruits to buy and upgrade, in a similar, though pointedly different (and, IMO, better) system as Clicker Heroes.
Okay...I could go on and on about it, or you could go download it. It's free, and it's awesometastic!
Uhh, I'm lost. And not in the game, by your post:
> Latest version on top. You can try older version if you want. Version 0.0.0: https://codepen.io/erosire/full/ELvoKe/
It seems like you're saying that's the older version but I don't see another link to a different version. Either way, so far is there anything to do in this game other than walk around and collect resources. If there's a way to use those resources, I definitely wasn't patient enough to figure it out.
Otherwise, really like the style and you've got a lot of great ideas for things to come.
I'm pretty sure every incremental game rewards active play because we've literally placed an expectation on developers to do this on the principle of good game design. The only examples I can give you that would fit your desires are old Kongregate idle games that don't have much in the way of active play and Progress Quest which doesn't have any active play aside from creating a character.
> the OG idle
That's honestly the answer right there. People didn't start making crashgrab mobile idle game knockoffs until after the genre established itself on desktop. And cookie clicker's roots are back in 2013, when the mobile market was itself less established.
Cookie Clicker did finally launch an android release last year though https://play.google.com/store/apps/details?id=org.dashnet.cookieclicker
Infinite Layers goes up to ee100 and beyond.
The ACTUAL winner of the biggest numbers competition is Incremental Unlimited, which gets up to eee20 or so, but it’s Android only.
Can I suggest making the interface a little bit more convenient to use?
Text size is too big, even for our old, not-15-years-old eyes. Make it smaller and save the space for something useful.
Get rid of this area in the middle. it takes 40% of the UI and it's mostly empty.
Put "1-10-100" buttons on the buildings panel. Move income to the top of the window.
"Money: 1.11T$" - we know that $ is money. Just leave "$1.11T" and put it in the top right corner. And yes, dollar sign usually goes before the number.
Image buttons are bad. If your button image is not self-explanatory, use text instead of using icons.. No sane person would ever understand what "*" "R" "U" are supposed to mean. Replace them with "Managers" "Upgrades" "Reset" text buttons. Just like you did with the "Save" button. Sound switch is self-explanatory, so it can be left as is, put it in one of the corners.
Use the saved space to show more buildings and try to make them a bit more narrow.
Add drag to scroll on the buildings panel and click to scroll to the scroll bar. Also honestly at first I thought there were just 2 buildings, scroll bar does not look like a scroll bar at all, try to make it a big more obvious.
(Optional) As all your upgrades are the same, you can just put these 2 upgrades button directly on the buildings panels and get rid of the upgrades window altogether. One of the common approaches is to put 5-8 small upgrades buttons on each building so user can see what is already bought or what is not. The way it's done in Clicker Heroes and Transport defender
Anyway, you did a great job using and combining mechanics from derivative clicker and adcap, quite impressive.
If we are talking popularity, we can't ignore the games which haven spawn a billion clones.
Auto Turret has dollars as the base currency. $1Quintillion = 1 Diamond, which is used to upgrade the second kind of turret. 1Q Diamonds = 1 Rare Diamond, which is just used to bank your currency because you can't have more than 10Q of anything at a time.
Along with what other folks have already mentioned*, itch.io is also a pretty nice platform, both for webby games (your html/css/js thing) and for downloadable games (your jar). You can even do both for cases where you've got a unity game and want to offer a web build as well as native binaries or something.
*As far as I'm aware kongregate doesn't host downloadable content, and doesn't do embedded java (and I believe most modern browsers don't do embedded java either, because security)
Your idea reminds me of this game I played a few years ago: Endgame: Singularity. In that one, you start out as a self-aware AI with a single PC and then take over the world without being discovered by the humans. I like your idea about taking over the parts of the system. Maybe you could make it so you have to break through different layers of security, like program-->OS-->hypervisor and so on.
So last week I changed all the code to jQuery versions, but it seemed more laggy on my end. If people could let me know if it's laggier for them too, that'd be cool: I've got the original, non-jQuery version backed up.
This week I'm going to look into adding a tabbed interface so I can add more content (stats page is probably coming first).
EDIT: I've got some basic tabs done! No content yet: that's going to be added later, after I add templating, implement saving, get hosting... etc. I might do some "total money earned" type of thing though since that's really, really easy to program.
EDIT2: Added "Total Money Earned" stat and improved Mathematician formula!
EDIT3: Stuck currently on hosting (my javascript is refusing to run) so I'm going to try implementing some of the stuff Xoipos and Duerig suggested.
If someone would like to give it a try on android device: https://play.google.com/store/apps/details?id=com.LazyOwlGames.CityMaster would be really helpful to get feedback and suggestions, would be cool to know what themes for incremental games other people dig most? Like fantasy, city, transport tycoons?
Quick links:
Android: https://play.google.com/store/apps/details?id=com.lavaflame.IdleSkilling&hl=en_US
Also, feel free to ask me any questions you might have!
^ Here is it.
Today I had just released IOS version (it was not available before).
The Morning Miracle might be an interesting read for you
I typically can't work after a long day either, which made me quickly realize I have to get used to working in the morning. I've actually been going to sleep earlier so I can wake up fresh in the morning. Lately I've been studying the first hour to improve in algorithms/data structures and then I get some work in afterwards. Even when I'm not working I think about the game non stop recently.
Idle games are honestly my absolute favorite and I really want the genre to push forward. It seems like we havent really progressed at all in the past 2 years and CH2 doesn't seem like it will do it for me either, so all this motivates me to push even harder.
So I'm the creator of the game, just posted an update on kongregate about what I'll be doing with the game next. http://www.kongregate.com/games/CruperGames/idle-healer
Thank you for the feedback and the kind words.
As ascii122 said you don't really have a goal and the game feels kind of meh so I'll try to make it more interesting to play.
Anti-Idle has kept me occupied for three years now... If anyone can outdo it in the sheer amount of content, you'd have a game that no one would ever leave. Don't go towards slowing progression; go towards buying tons of different small ways to play your game with the same currency.
http://www.kongregate.com/games/Tukkun/anti-idle-the-game?acomplete=anti-
So uhm... I read this comment
And decided why not, so here you go, don't judge me. https://codepen.io/dSolver/full/zPamyV/
you're asking questions that each could take pages to answer. I suggest you start with the programming part. Go to http://www.codecademy.com/ and go through the javascript courses. That will get you a footing in one of the many things you want to learn about.
It starts as a very simple clicker. Then it becomes some sort of economy management. Then it becomes a sort of adventure/exploration game. Each one of these stages plays completely different than the other.
I wonder why the previous commenter gave you such a convoluted explanation when he could just toss in an example.
Looks like Incremental Inc is just two guys. The most recent game was updated on the Google Play store in April this year, and they seem to be actively working on a new post-apocalyptic incremental game according to the Twitter feed. The last post was three days ago and it's looking pretty sweet!
I added Internationalization to my game, CLICKPOCALYPSE II.
Many awesome people were willing to spend quite a lot of time translating the game into their language.
Here's the non-English speaking country breakdown for active installs of the Android version of my game:
I'd recommend attempting to crowd source your translation. I was amazed by how many people were willing to do it. My game ended up supporting lots of languages.
Note: Since these are Android numbers, and the Google Play Store is blocked in China, the numbers are a little deceptive. A non-Android list would possibly feature China near the top.
I've been playing Egg, Inc. lately, and it's quite fun. I also got back into Clicker Heroes recently with its 1.0 update. I have Time Clickers installed on steam still, but I haven't played in a pretty long time, but I still suggest it.
Idle oil tycoon https://play.google.com/store/apps/details?id=com.moldygames.oiltycoon&hl=en
Actually spent the few $$ to remove adds from it. It doesn't actually say you win, but it crashes because the numbers are too high.
Hey, dev here!
Idle-Quester was a small project made for the fun in a few days. I wanted to make a web-version of the original Android game Idle-Quest which is one of my favourite Android incremental-games.
I don't update anymore Idle-Quester, maybe one day I will be back on the dev of this game.
Here is my homepage with all my small projects.
Thanks.
Idling to Rule the Gods starts to have the possibility of really fast prestiges after a while, although I often go a day... Not what you're asking for exactly but as close as I can think of at the moment.
A very nice one that works cross platform that saves it to the cloud. so you can continue on the phone and back to pc or ios etc. which is "Tap Tap Infinity". Playstore - https://play.google.com/store/apps/details?id=com.scarybee.taptapinfinity
Kongregate link - http://www.kongregate.com/games/TapTapInfinity/tap-tap-infinity
I don't see a lot of people talking about Myriad, and it's GOOD. I've been playing it daily for a couple of months now. If you dip into it you will be confused at first, that's kinda the idea. There's very little in the way of tutorial and it feels obtuse. But you'll play around with the mechanics and figure it out quickly (or you can hop on the discord for some tips.)
The game uses a number of different popular mechanics (clicker, progress bar, merging, equipment,) but what was entirely new to me is the abilities. Unlockable perks that you have to spend AP on. AP is a limited resource and you won't have enough for all the perks, so you basically create "builds" for different purposes.
I'm at the point in progression where I check in a few times a day and play for 10 minutes or so (mostly fusing equipment and pushing for a prestige) but active play is very rewarded.
Other than that, I gave up on Space Company for its lack of interesting mechanics once you start doing Enlightenment. I dipped back into Structure, which is a fantastic game but not much has changed since I finished it last year. Hopefully I'll find a new gem from this week's thread!
Link: https://play.google.com/store/apps/details?id=de.lutsgames.idle_dice
After finally finishing the Andriod version, I will now work on a new content update.
Thanks everybody who joined the beta
Reminds me a little of assembly line I had a lot of fun playing that and although your game may not have as much content yet I certainly look forward to its development!
Hey, you might enjoy my game, Idle Mage Attack. It is endless, but has a definite "You Beat the Game" point, which I think is what you were getting at. After that, you can choose to enter New Game Plus if you like. :-)
Do google opinions surveys for Google play credit. I usually get about a buck a week and normally spend it on singles that I like but don't want the whole cd or can't be bothered to find for free elsewhere.
https://play.google.com/store/apps/details?id=com.google.android.apps.paidtasks
Idle Oil Tycoon was my first incremental game. It was inspired by Adventure Capitalist which wasn't on android at the time, but I think IOT is better because of certain unique elements. It looks plain, but it's a satisfying game.
In term of incremental, the gemcraft series allow you to grind to for an eternity, while allowing you to increase the difficulty along the way. Its not really made in the same spirit of what most would consider an incremental game, as it is primarily a tower defense, but its basically an rpg where you level up faster and faster
Although you do have to pay for the full versions of the later releases, gemcraft chasing shadows might fit your bill, http://armorgames.com/play/15760/gemcraft-chasing-shadows or you can find it on steam.
Hi 4G.
would you consider also releasing this on GoG.com for those of us that don't use steam? I've been enjoying NGU IDLE massively ever since you released it on Kongregate, and i've been really looking forward to seeing your next game and try it out, but I don't use steam, unfortunately.
​
Thank you in advance for at least considering it :-)
While I know this isn't actually what you're here asking for in the incremental games sub, I can't help but feel that Factorio fits that request pretty well. Set it up and let it run automatically, just like any other incremental. The set up takes awhile longer than most true incrementals would, though...
The trailer does a pretty good job summing up the massive cluster**** your base turns into.
Anything unique enough.
The first instance - The Kill Everyone Project was a co-operative effort among everyone around (and was an inversion.)
Cookie Clicker lasted for a bit, but that eventually ran out of content.
Ones like Anti-Idle and Sandcastle Builder succeed through their immense depth, with enough content to keep you interested.
Been playing Miner Gun Builder on Android. Not sure if they consider it an incremental but it checks all the right boxes.
>its permissions got weirder with the last update or so
I double checked the play store page and it actually require only two: file system access and a network access. File system is used to saving game data, and network is used for dropbox integration.
you... actually want to click only? eventually idle?
Let's go back to 2014: Idle Oil Tycoon back before the android store was chock full of fast follows. You literally cannot pay to win.
I really appreciate the lack of a link, no name in title, "request" flair and just a pic of the loading screen. Like, seriously appreciate it.
Here's the link if anyone is still interested:
https://play.google.com/store/apps/details?id=com.tinytitanstudios.TrainChu&hl=en
It just seems like a boring game. There's no real depth to it other than completing missions and trying to decorate your 'city'.
(Prestiged 4 times now)
Hey!
I'm working on a small project, called Idle-Quester (lack of inspiration for the name, I'm looking for ideas!), which is actually the "web-version" of the original Android game Idle-Quest.
Currently, the game is not well balanced. Some formulas may be too OP or not, I'm still balancing the game.
I'm working on the basis of the game, I want to get the same basis than on the original Android game, but I want to turn it to a different game.
If you haven't played to the original Android game, I really recommend to you to follow the simple "tutorial" (if we can call the small alert a "tutorial") and read the "help" modal which you can find in the options menu.
I'm looking for feedback, especially about game balancing, bugs reports and (maybe) some gameplay ideas to add to turn this simple "clone" to a "different" game.
What's next?
Thanks for reading this! Hope you like it!
PS : the original author (TopCog) know about this "remake", I informed him by email, and he do not see any inconveniences about this project.
My brother and I developed RPG Clicker first on Android and recently finished the port to iOS. We love the community here at /r/incremental_games, you guys are really awesome. We are already working on an update and a lot of it based on feedbacks and critiques from you guys. Thanks!
For those of you on Android, you can get it here.
Kongregate has Walkinator, this game lets you draw a creature out of either bone or muscle and them let it decide how to use it. With time and many generations, you can get very interesting results.
The ultimate idle/incremental game: Anti-Idle: The Game.
Seriously the best around once you get into it. There is a large community that has many people who have played for around 3-4 years.
The "Stuff that should already be in the game"-update
This Update:
So, I tried my best to do as much as I could for this update! I hope you like it! :)
Please leave as much constructive criticism as you can. If you don't like it I want to hear it even more! :)
Coming next Update, which will be in 2 weeks:
Edit: Currently this version has some.. issues. Those will be resolve tomorrow!
Edit 2: Tomorrow is now.
Start with Javascript. Make a file called game.html
.
<button id="clicker">Click Me</button> <div id="counter">0</div>
<script> var clicks = 0; var clickerElement = document.getElementById("clicker"); var counterElement = document.getElementById("counter"); clickerElement.onclick = function() { clicks++; // Increment count counterElement.innerHTML = clicks; // Display the new count }; </script>
Open it in your browser. Live demo: http://jsfiddle.net/hn9d4Ljz/
Worry about Kongregate in the far future.
One of my favorite ways this was implemented was in Upgrade Complete, where you actually upgrade the UI and graphics of the game. It felt very rewarding :)
+1 good idea
http://jsfiddle.net/embero/p77bfv2w/
jQuery is nice but we're in the 21st century now and you don't need jQuery in most cases. So I made a version with good ol' vanilla JavaScript.
In this example you've a simple resource called Scrap. Two kind of robots (Type-E and Type-Z) which gathers resources on their own.
This is a basic enough scenario to work right out of the box given the previous suggestions. I put together a jsFiddle that shows this working here: http://jsfiddle.net/fPb8K/
I made sure all the jQuery calls were referencing the ID of the element and I just call jQuery's .hide() and .show(). The only real differences are that I extracted the setTimeout into a function so the timer can be reset easily from the click handler, removed the onClick attribute from the image and changed the timer to 3 seconds.
If you're still having problems after seeing what I did to get this working, I would check to see if you might be getting some errors in the console or do some debugging to figure out what's going on.
Short answer: jQuery.
Long answer: Have a look at jQueryUI Tooltip for the tooltips. They usually function by having you create a tooltip-div next to the element you want to have a tooltip on.
example: <button...><div class='tooltip'>
With JQuery hiding and showing elements on the page is even easier. Lets say, you have code that determines that a button has to be hidden. Assume also that the button has the ID example. Then all you have to is is call: $('#example').hide(); or $('#example').show();
Here you have a fiddle of my current implementation, using all of above techniques. Maybe you can learn something from it: http://jsfiddle.net/QEx2q/
Still no name, but it works. The robots and upgrades don't have names either.
Most future changes will be balancing or layout. Let me know what you think of the current state of both. If you've played before, you should reset the game when you load.
If you find a bug, let me know what browser you're on as well.
Could still be downloaded from apkpure
It's a pity they have not released the final ad- and iap-free version of the game for historical purposes...
Play Kerbal Space Program in Science or Career mode. It doesn't consider relativistic effects of spacetime (it focuses on gravitational physics since that's what rockets nowadays need to care about), but as you play you unlock more and more parts which allow you to build bigger and increasingly complex rockets.
Just offering a little info. Games dev always seems behind a little compared to regular software in the JS world. If you write a HTML/JS game and deliver it through Steam you definitely can bundle it as it's own executable with Electron. That's how apps like Discord, Atom, and VSCode have been made.
I'd also like to suggest TypeScript if you're going to go the HTML/JS route. Being able to have code completion/suggestions all throughout your app and easily refactor large applications is a godsend and after getting over the short learning curve of TS I never want to write plain JS again. It also lets you use the newest JavaScript features while still running on older browsers, a short list:
TS also brings it's own features to the table like enums that will error if you don't handle all of their cases in a switch expression. Say for example you have enum { Active, Inactive }
and you have switch expressions in your code to handle the two states. If you ever go back and add a 3rd state, for example enum { Active, Idle, Inactive }
it will then error in all of your switch statements where you haven't handled the new state. It's simply an amazing feature that you didn't know you needed until you've got it.
u/deuski's new game Idle Power is great. It was released just 2 days ago and I absolutely love it!
My friend posted his game here and I saw how many positive and encouraging comments he got. So finally I gathered my courage and decided to show my game... It's almost three months old and it is doing quite well on its own. That is a big surprise for me. Because it is basically my first game ever. I'm a fan of this genre and I always wanted to create my own game. It's definitely not great, but I hope I'm moving in the right direction. If someone is interested at least a little bit here is the link to Google Play Store:
https://play.google.com/store/apps/details?id=com.lowendplay.cryptominer
of course your feedback, critique is very appreciated.
"Swarm of Destiny" is a calming idle game with RPG, strategy and tycoon elements set in beautiful lowpoly fantasy worlds. It's available on the App Store and Play Store.
It's free, with only fully optional unintrusive rewarded video ads and without Inapp-Purchases. No internet connection required.
We're happy about every download :) Feel free to contact us if you have any questions!
Developer, here, letting you all know about the re-imagining of Idle Combat! In a nutshell:
New retro, pixel art style
More incremental element, with a Prestige multiplier
New tapping mechanic on quests to help speed them along
Additional content and other mechanics
Whether you were a fan of the original Idle Combat, or just want to try out the new and improved idle, incremental game, please check it out, and don't hesitate to let me know what you think!
Android: https://play.google.com/store/apps/details?id=com.WindingClock.IdleCombatPixels&hl=en
iOS: https://itunes.apple.com/us/app/idle-combat-pixels/id1357729981?mt=8
Hello, I've recently published a very early prototype of my game I am Pixel, although it's a very alpha release there are upgrades which reward you for being idle by granting you bonuses when not clicking\ not moving your mouse. Otherwise I can think of Clicker Heroes which has some ancients ( I believe they are called like this) which work while idle.
We just launched it today. Any feedback is appreciated!
Edit: Somehow our main thread got stuck in a spam filter.
So, a few weeks ago I posted Lasers and Dirt.
Now I finally released the 0.3 update, then the 0.3.1 & the 0.3.2 update. Who knows, maybe you will be the one to force me to create update 0.3.3.
V0.3: Added: More Layers! Added: Sacred Animals! Use your Relic Shards at the Museum! Added: Mysteries! Added: A 6th Laser upgrade! Added: Dmg indicator! Just mouse over the Laser! Added: Deeper Depths! Added: Triple confirmation for Resetting! Madame Ursula: Removed for pressing ceremonial reasons.
I added a few things, most importantly the second part of the prestige Trilogy.
As usual, I appreciate ever single comment, feedback and piece of hatespeech.
Ok, AWESOME!
So, last month I made Dice Idle and I ran into the problem that the concept was weird and it was to complex and it wasn't polished. Maybe you remember it. ^^I^^Hope^^not
Now I decided to make something simple and make it good. So, for this month I will be working on this game, and I hope people will like the fourth version of it.
Lasers and dirt, you dig a hole with a laser. That's kinda all I can say.. but there will be more!
More Layers!
More Upgrades!
Different Lasers!
^^^^^^^^^^^^^^~Articats!~
And if you have other features in mind, I'm all ears! :)
Please tell me if you encounter bugs or if you hate the game.
You can give me constructive criticism too. But you won't dare to.
This is something I was working on to learn web front end (BootStrap/jQuery/ES6). It's intended to be an incremental RPG in a similar style to the old browser game Legend of the Green Dragon. It's a bit barebones, but I'm planning to move it over to either VueJS or Angular (opinions appreciated!) in order to learn one of those and wanted to ask for feedback on general idea, coding style (first web project, I think I made a mess) and the virtues of React/Angular/Vue for a SPA browser game.
Existing features:
Priority features:
Later features:
Again, it's very barebones as I've mostly been spending time on the 'engine' components and learning JavaScript in general, but I'd appreciate any feedback.
OP Delivering, Download unity here: http://unity3d.com/unity/download Code editor is included, 100% free, enjoy
EDIT: Thank you all for showing huge support and appreciation, this turned out to be really fun to do and I'm going to record part 2 very soon, until then, here's a preview on how we'll make the game look in the upcoming two parts: http://imgur.com/ura5T5G
Anydroid is also a free alternative: http://www.andyroid.net/
I used to use Bluestacks, but it was a PITA to use on a regular basis, and Andyroid is quick to launch and be ready to use without any annoyances. Bluestacks still has a better configuration interface, especially with keymappings, Andyroid loads those from a text configuration which is not easy to configure.
Having some experience in phonegap I have to say it's all right, but has a really confusing setup if you never made iOS or Android applications before and certainly has some compatibility issues (which usually have to be fixed yourself or require alternative plugins).
I'd personally say making applications for iOS and Android natively is the best way to go to ensure compatibility, however there are quite some neat frameworks as well.
The one that I've been trying out was libgdx which looks pretty neat, but the language used is java.
In conclusion, I would personally advice you to: First, make some native iOS/Android applications - especially since you have to get a good idea of how these work and how the frameworks work - after you managed that, try to use a framework to keep a single source for all platforms.
Also, a little remark on your edit: > To make my question a bit clearer, I guess i'm asking if my end goal is to be making apps for android and IOS, and I love Incrementals can i spend the time to make it on that ? or do they just not work very well in java?
Note: Java != JavaScript!! Many peopel tend to make this mistake and they are two completely different things! Java is an object oriented/high level language, while JavaScript is a dynamic programming language mainly used for front-end web development.
Android applications are natively writted in Java in combination with the Android SDK. While iOS applications are writted in Objective-C, or possible Apple's own development langauge Swift (build on Objective-C aswell).
Note though: If you want though, you can always keep your application a web based applications and simply deploy native applications which only load a webpage. Just keep into account that you should have a responsive design for your webpage in that case!
You can make a tiny app with a full-screen webview in it then package all your html/js etc. locally. Takes all of about 10 minutes for someone that knows the tools.
If you want to get access to native APIs then using something like https://cordova.apache.org/ is pretty popular.
Be aware that if your web content is doing anything non-trivial it's likely to be significantly less performant than on a desktop.
ISEPS (Idle Space Energy Particle Simulator) is very shiny and fun to watch and it has no active clicking. It can be a little slow, but it can be played fully idle most of the time.
Are talking about this game? https://play.google.com/store/apps/details?id=com.rsgapps.reactor
This is one of my all time favorite idle games and it was such a joy to complete (completed it twice). I wish a lot of games will learn from this game.
Edit: nvm, my bad :)
I've recently released a large update to my idle/clicker RPG Path of Defiance.
The update is still processing on the iOS side.
Major features of the update include:
Nemesis System. Spend enough time in the same zone type to spawn nemesis monsters.
Introduced fog of war to make exploration more important.
Changed waypoint system. You now must seek out waypoints to unlock them instead of buying them.
Location Prestige to reset acts and re-complete castles.
Offline player data will be used when no multiplayer match is found.
Introduced runes to modify abilities.
Introduced more unique items.
General polish, balance adjustment, and bug fixes.
Well I wrote more often. There might be games which do it good and make it not so bothersome, but there are a lot of games I played where it was just annoying. It can be implemented in ways where it is not too bad.
I can give you a recent example of a game I played where it is just badly implemented: https://play.google.com/store/apps/details?id=com.ssicosm.dungeon_princess
This is an rpg, not an idle game, but had equip drops which are totally random like you might want to make.I really liked the game itself, but the rng of the item drops is just sooooo bothersome and unfun which made me quit the game after playing it for 20-30 hours. Comparing which one is good and bad is also really hard and time consuming here.
I recently started playing "I Got Worms". Pretty good.
It's an idle game where you buy upgrades and such. But it's also a snake minigame. I liked it quite a lot. Still playing.
Happy to kick this off!
A few weeks ago I posted a beta version of an Android incremental I'm working on called Dwarf Miner.
I've received a ton of feedback through here and /r/DwarfMiner and would love to share some of its latest updates. Lots of bugs have been squashed, balance has been adjusted and new features have been added.
As for feedback, first and foremost I'd like to hear about any bugs you might experience but I'm also eager to hear any ideas and feedback on the progression/balance.
Thanks!
Just a heads-up: RPG Clicker is a clicker that's been on Android (possibly iOS too?) for some time. You might run into some issues if you intend to publish mobile versions. The games are certainly, but you might run into some name confusion.
Anti-Idle: The Game http://www.kongregate.com/games/tukkun/anti-idle-the-game
But beware, as soon as you get into it, there's no going back. I've been playing months on this one, and there are some who've been playing for years, not anywhere near the end. The amount of content is just insane, it's like 10 games in one, ~20 types of currency, 600+ achievements etc. etc. etc.
Oh yeah, there has been dev support since 2009.
I've been loving Reactor Incremental lately. (Firefox: http://www.kongregate.com/games/cael/reactor-incremental) ...and it's made me wonder what other themes could take advantage of this creative gameplay style.
A few ideas...
...would love to hear more ideas if you have 'em!
Epic Combo is pretty fast for most players. Casual play can clear it in about 10 minutes or so; 5-8 if you're skilled/lucky enough. Just don't forget to manual timeout if a combo gets slow; I have once been in an infinite loop of one turtle bouncing up and down on a springboard constantly.