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(+1)

Like the simplicity and devlog.. not to be persciptive but like how action games need pause, all incrementals want to have saving/idle and repetitive strain injury measures. Not sure if it means anything to you but would be good

(+1)

Hey, thanks for playing! When it comes to the idle aspect, do you think auto attacking is enough or did you have something else in mind? For example closing the game and coming back to automatically generated resources?

I wanted the game to be played actively as I enjoy such games the most, that's why there are no "idle" elements. The only "idle" element I implemented is the auto attack functionality. Do you think it's enough? I think auto attacking upgrade doesn't progress fast enough though. It should give better results faster. What would you say if I designed the game around auto clicking instead of clicking manually? Or if there were more upgrades in the future that would automatically attack shapes?

As for saving - yeah, it's a basic functionality that should be there. I didn't add it because the game is so short but it's definitely something that should be added to the game.

(+1)

Not having saving is quirky and okay if it's not intended to be idle, it's funny to consider a 'save' system that does a forced prestige currency reset on closing the game (not a suggestion just for fun..). Idle is a whole thing that involves optimization/simplification in order to multitask. It's difficult to involve in a game like this without meta upgrades, but with long rounds there can be different strategies that may not be fully idle and require types of check-back/micro management. Clicker wise, you may assume auto clicker will be abused if click isn't given any kind of cooldown, so click and autoclick isn't a real dichotomy as it exists here now. Noticed though you take less damage for clicking on multiple nodes at the same time, so if there was prestige you could limit the number of rounds available to cause optimization, and like decision making reason to pick between types of run.... Anyway there u go, btw this was picked up on Incrementaldb's radar but not added for being too simple, but it's good so yea

(+1)

Yeah, the idea was that later in the game you could also increase area of damage (there's an upgrade for that) which would promote hitting multiple enemies at the same time and there could be upgrades that gave additional damage for each attacked square, for example +5% or so.

I'm glad you liked it and again thanks for playing. It was intended as a small project but hopefully next time I'll make something bigger and better and I'll take your feedback into consideration. :) thanks!