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Thanks! Cultist simulator was a big inspiration when designing the game. There was originally a school mechanic that would’ve gotten numbers a bit bigger and more like an incremental game, but it got cut due to time restraints.

I’m not a big fan of time walls and stuff, so I don’t think I would’ve ever implemented something that makes it an idle game. To be honest, I think the incremental games genre has moved away from that a bit, which frankly I’m glad to see as I enjoy the more active incrementals more myself.

I appreciate the feedback about there being a clear optimal strategy. I totally agree with you there. With more time for development I would’ve liked to implement more actions and resources that would ideally have forced the player to make sacrifices in order to be productive on the game. Plus with more random events the player would’ve needed to adapt to change more.

Thanks for playing!

I  wouldn't worry about making the optimal strategy. That's just the nature of the math model at the basis of the game. And not having such a strategy or making it too obtuse to find will be bad as well.

As I said in another comment, I will look at this game again from the perspective of it being an incremental instead of idle. Though I honestly feel that there is still merit in Idle games, but people are just getting lazy about making them, dropping in the simple patterns that were already proven to work. I feel that there needs to be some parallel progression that doesn't reset each other, with different time walls at different times so that you can play any of them, but not have to play any single one at any point.