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kopi-pasted kopi-pasted @incremental.social

despite the name, I strive to be somewhat original. somewhat.

Posts 13
Comments 36
Woof
  • Marill?

  • I will be starting coops on Eggs, Inc. throughout the day today called "lemmings"
  • Sounds fun! I'd reinstall the game if only to be able to help fellow players. Sadly, I can't download the game now due to restrictions on my device.

  • [Game, not mine] Help Me Out

    individualkex.itch.io Help Me Out by IndividualKex

    wowie 4.0 game jam 2022 submission

    Help Me Out by IndividualKex

    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.

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    Weekly Incremental Check-in
  • This week I played some more of Vepro's games. In particular, Yet Another Merge Game and Universe Shrinker. Both games have big enough numbers to warrant large number libraries. However, I noticed that in Universe Shrinker the shrinking of universes was represented on an exponential scale but could be easily translated to a linear scale. I guess I could find more examples of this in the "really big numbers" group of incremental games, but that one felt glaringly obvious to me.

    I was browsing itch.io for new incremental games this week, and found Centrist Simulator. It seems to be good although it's short and the appeal looks different from most other incremental games. Haven't played it yet.

    edit: haha I messed up the link format again

  • What is one change you would make to an incremental game you have played?
  • Okay, posted it! I'm kinda nervous about it though - it's been a while since I posted outside of this instance.

  • 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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    What is one change you would make to an incremental game you have played?
  • Well, there was a post by thepaperpilot about the instance made on [email protected] half a year ago. Not much has changed about the instance that would be relevant to people from other instances since then, so I'm hesitant to make another promotion post for the instance. On the other hand, the community you mentioned is not the one thepaperpilot posted to around half a year ago (and one where promoting communities you belong to is more appropriate)...

    I'll think about it some more.

  • Weekly Incremental Check-in
  • I've continued playing Coloot Idle and I seem to have reached a point of inflation. Whether this inflation will stop before I hit the number limit of the game I don't know. I want to find out, but the game has gotten really repetitive at this point. I'm willing to DM my save though if anyone's willing to do it.

    I have also been playing Unnamed Space Idle (Web, Windows, Linux, just search for it) for the past few months, but haven't mentioned it here for a while since I mentioned it in a previous check-in. That mention has probably been forgotten by now so I'm mentioning it again.

    This isn't incremental, but I've been playing NandGame, a puzzle game about building computer components from smaller computer components for a while. Currently stuck with trying to make a selector.

  • Weekly Incremental Check-in
  • This week I've been playing web-based button simulators. Namely, Demonin's Absolute Button Simulator 2 and Ducdat's Infinite Button Simulator. I think I prefer Infinite Button Simulator among the two. Both games are very grindy/repetitive and they make no attempt to hide it. It's charming in a strange way. I can't explain it fully - it's like these games have a sort of subtly shifting rhythm to them. Come to think of it, most incremental games also have their own rhythm; button simulators simply happen to be a sub-genre where I'm able to notice the nature of the rhythm very easily.

    Vepro has published 3 games to galaxy.click. Of those 3, I've been playing Coloot Idle the most (but primarily because I've already played the other two). I'd consider it a semi-active simple game.

    I only recently found out that Barribob has released a new game called Apex Machina. It lags a bit on my laptop but I like it. Take note that if you're on Linux you have to run it on a Chromium-based browser (and I'd assume the same for MacOS, but I haven't tested).

    Oh yeah, there's also a Genshin Impact-themed incremental published to galaxy.click called nahidaQuest!. It wasn't my style and I'm unsure of its legality but I can see that there was quite a significant amount of effort put into it so you may like it.

  • What is one change you would make to an incremental game you have played?
  • She probably does mean the Matrix space. incremental.social has a slightly different interface compared to other Mbin instances, with the Matrix space being linked to as "Chat" in the navbar, there being a "Code" button which links to the site's Forgejo instance, and the link to the list of magazines being listed under an icon on the right side of the navbar not present in other Mbin instances.

    As for the engagement part, it may have something to do with the fact that the people organizing this place have/had ties to the incremental games community back on Reddit. I know I wouldn't have joined if that weren't the case.

  • What is one change you would make to an incremental game you have played?
  • Cavernous 2 is a puzzle game with idle and incremental elements. In that game, you can passively gain stats to compensate for your lack of skill (in this case, good routes). However, there is a limit to how high these stats can go which is determined by how good the routes are. This makes it kind of redundant, and adds timewalls for skilled players later on in the game when stat grinding is strictly required. I'd either switch the passive stat gain system to not have an upper limit (making idling much more valuable) or replace it with a system that automatically sets those stats to the upper limits (removing idling altogether, though still incremental).

    Speedrun Dimensions is a game made during a game jam which involves repeating short incremental "levels" to grind resources that boost your rate of progress in those levels so you can beat further levels. It can get repetitive though, and I'd rather change the system so that you passively gain metaprogression resources based on your best time and replaying the level only serves to lower that time.

    Fundamental is a slow game. It's not everyone's cup of tea, but I like it. However, during the quick parts of the game the user interface gets in the way of my speed (and my finger health). It's something I'd want to change, thought I don't know what to change it to.

    If you'll notice, the first two issues are similar in nature. I'd imagine most of the changes people will reply with will have something to do with either pacing, the way certain resources are earned, quality-of-life, or how information is conveyed to the player.

  • Weekly Incremental Check-in
  • I've mostly been scouring itch.io for games to play lately, since I've felt like I've gone through all the GitHub-hosted games. A Dark Forest is a new game inspired by A Dark Room. I didn't get dragged into it, but perhaps you may. It's still in early development though. Evil Incremental is a game that reminds me of Orb of Creation, or at least the first parts of Orb of Creation. Perhaps a bit too much. Note that it was designed with a mobile UI in mind. More Curiosity is a short, micromanage-y incremental game. I think I recommended this a while back, but I'm too lazy to check.

    Also, not an incremental but I've been enjoying I Wanna Lockpick since laleyou recommended it to me a few weeks earlier. It's a puzzle game with lots of numbers. I like numbers.

    On a personal note: today is my first full day of summer vacation. Hope I don't waste it.

  • How abstract do you prefer your incremental games and why?
  • Haha I didn't expect somebody to reply to a post so old. People should probably do that more, although the way discussions are formatted here probably acts as a detriment to that sort of conversation.

    Anyways, I liked how you listed both shark-themed incrementals as one is abstract and the other less so. I do take slight issue with the fact that the text saying "shark incremental" is not the text that links to Shark Incremental.

    Glad you're here.

  • How often do you like to reset your progress?
  • I don't like resets that are just a few seconds long or less than a second, because they tend to become repetitive and therefore boring. However, I believe that these issues are not just exclusive to quick resets. They can also be applied to games with longer reset cycles and in many of those cases the effects feel far more draining (an example: I've never been able to stick with Trimps for long). What I believe matters more is how much the game allows you to play at your own pace. I think a minute is a nice limit for a satisfying reset loop, though that is an arbitrary number so don't take it as law.

  • Weekly Incremental Check-in
  • I've been playing NGU Idle ever since I found out I was able to access Kongregate again (I don't have a Steam account). Other than that, I haven't been playing anything that I didn't mention last week.

    There's a lot of games on that site, many of which I skimmed over. One of the games which caught my eye (non-incremental) was a game called "HP Atk Def", since the mechanics seemed similar to Tower of the Sorcerer and I had been searching for games like it ever since the discord server for Cavernous introduced me to it and the sub-genre it spawned. I'd say it was easy since stats were not retained between levels and thus you didn't have to think too far. But I liked it, and considered it a nice warm-up since I haven't actually played any other game in the subgenre. Oh, by the way, if you have any other recommendations for games like this let me know (although keep in mind I don't have money or a Steam account, and I can only read English).

    I spent more time talking about a non-incremental game than I did about incremental games. I hope that's okay.

  • 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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    I feel like I've seen this before...
  • @[email protected] what other shape has 5 similarly shaped objects of different colors, with each object connected to each other object through a line?

  • Weekly Incremental Check-in
  • For that, you first have to unlock metal (get 12 earth) and then spend the metal on activating temporary automation (bottom right corner of each action). Each second of temporary automation contributes to ticking down that timer. If you have multiple active the timer ticks down accordingly faster, so don't be afraid of activating as much temporary automation as you can afford.

    Furthermore, the effects of fire prestige only take effect after purchasing the second transcend upgrade in the air tab.

    I'll admit it's tough to understand what to do. It wasn't intuitive to me either.

  • Weekly Incremental Check-in
  • Huh, the first and last links are new to me. How'd you find them?

  • Weekly Incremental Check-in
  • Today I'm too lazy to include links. The games should be one search query away anyway.

    I've mainly been playing Idle Elemental this past week. This game is grindy in a fun way. There's always this feeling of having something new to unlocked, and each new unlocked thing introduces new aspects to the previously unlocked things. There's a certain beauty to how these elements interact with each other. The one major thing I don't like about the game is that sometimes it feels like it's forcing me into situations that'll make me desire new elements instead of having said situations naturally arise out of the scaling. The biggest example of this is when new elements are suddenly introduced into the costs for upgrades. It's just a pet peeve of mine. By the way, the game is available on the web and Android. I recommend playing it on Android as the web version can lag considerably.

    There's a new round in FairGame, and I'm participating in it. It's a very relaxed round. On web.

    I've been checking in more on Gooboo. It has nice ideas though the pacing is a bit too idle for my taste. Web.

    I'm also playing Unnamed Space Idle. Web + all major desktop platforms.

    I really am feeling lazy today. I only wrote a long description for the first game. Anyways, it's kinda quiet here considering the amount of people who have joined. I see a lot of people here now.

  • I feel like I've seen this before...

    I feel like I've seen this before... (Game: Unnamed Space Idle)

    #incremental_games

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    Weekly Incremental Check-in
  • This week, I decided to revisit some games I've played in the past but put on hold. There seems to be a drought of new quality incrementals at the moment.

    I loaded up my Trimps save after half a year. There seems to be a lot to explore in this game, but damn does it feel tedious. I quickly remembered why I left it for so long. Web, Steam

    Unnamed Space Idle is another game I'm playing. I play this one more frequently than Trimps. I don't have much else to say to say about it other than I like it. Itch.io, Steam

    Cardboard convinced me to play FairGame again, this time with more interaction with the community. I definitely feel better about this game now than last time. Please don't reduce me, I'm not the dev I swear. Web

    Everyone seems to like Super Turtle Idle, so I'm playing it. I don't get the appeal, and I'm playing it in the hopes that it'll click eventually. Web

  • 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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    Weekly Incremental Check-in
  • Still playing Matter Dimensions - currently at the early parts of the Atomic prestige layer. It's a long ride.

  • Devs, why do you make games?

    To be more precise, what do you seek to accomplish when you develop a game and release it for the world to see? What is the effect you desire your games to have on their players, and what do you hope to gain from these games?

    That’s it. I don’t have any relevant backstory to tell you here.

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    Weekly Incremental Check-in
  • I've been playing Matter Dimensions this week. It's a really tedious game, and yet I keep playing it for some reason. I feel weird playing it.

  • 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.

    3

    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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    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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    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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    Currently playing https://galaxy.click/play/264. There's something about the game that makes me feel like I'm exploring it as I play (and I didn't expect it to come fr

    Currently playing . There's something about the game that makes me feel like I'm exploring it as I play (and I didn't expect it to come from a Prestige Tree mod of all things!)

    #incremental_games

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    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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