Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

We stayed away from making an incremental game because we thought there'd be a ton of them. This is only the  2nd game I've played so far so take this with a grain of salt but I feel like this is probably going to be one of the more interesting takes on the idea mostly because of the grid inventory system. I got to the point where every item was hitting the 64 bit integer limit lol.

What I liked: Incremental games really need good juice and yours fit the bill, it was exciting seeing the numbers go off. I really liked making a full game out of the grid inventory, I often find them kinda fiddly and annoying but making it the whole game made it interesting.
What I think could be improved: Obviously the scaling is a bit whacky but its a game jam so that's par the course. I'd kinda like to see it slowed down so that you could try different strategies (e.g. more socks or more water?). I did feel like the "another of item" upgrades were made kinda redundant because once you got enough the "to be packed" grid would fill up and you wouldn't get half of them. I might consider making it a "pile" where you have socks x5, waterx5, tentx1 etc. all as different buttons and you could drag from there.

I see you made this in Godot. How'd you do the fly-in-text animations? Just tweens?

(+1)

Thank you!  If we had more time, those are two of the improvements I would have liked to prioritize.

Yes, we used tweens for a lot of our different effects!  For the text effects we generally tweened the alpha value of the modulation for fading in/out, the scale for a bit of "bounce", and the position or global_position for movement.