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IdleClickerCreations

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A member registered Jan 15, 2024 · View creator page →

Creator of

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(1 edit)

That’s fair — two chapters is most of the current content, so criticism is valid.

The friction you’re describing is intentional design, even if it’s not to your taste.

As for the AI point: I clearly state in the game description that AI tools were used. Those choices were deliberate and not a result of “letting AI do everything.”

And just to be honest — in my view, Terraformental feels like a clone of Increlution made with Unity AI, so calling my game a clone of it is a bit ironic.

No insult was intended toward anyone. Thanks for clarifying your perspective.

--- edit

The AI comment in my reply was a joke :P

I’ve made another attempt to fix the issue with loops getting stuck after the first one. If it still happens, could you please tell me what actions you’re doing right before the loop ends (and whether it’s always the same setup)? That would really help me track down what’s triggering it.

Thanks for the report — good catch.

This has been fixed: Chapter 2 ↔ Chapter 3 return paths now work correctly. After unlocking access to Chapter 3 (via the door or ventilation), repeatable return activities are available in both directions, matching the method you used.

Appreciate you pointing it out!

Hey, thanks a lot for the detailed message — really appreciate you taking the time.

I’ve already fixed the startup language issue, added an import/export function, and did a pass on the save system to address the glitch you mentioned.

As for the other points (UI indicators, stats tied to items like the flashlight and injector), I hear you and I’ll take those suggestions into account going forward.

Thanks again for the feedback — it genuinely helps.

Wow — a clone that reminds you of a clone. Truly a shocking revelation for the incremental genre.

Comparing the game to Terraformental after a few hours and two chapters is a bit like reviewing a book based on the blurb and the first two chapters. Especially funny here, because by chapter 2 the game already starts hinting that the ship itself is not static — it changes, mutates, and each loop is similar, not identical. Remembering facts is not the same as the environment obediently freezing in time.

Regarding the “empty” 4/5 → 5/5 choices: those are also deliberate. They exist specifically so that automation isn’t a brainless “max everything” checkbox. The game is designed around finding the shortest viable path, not filling bars because they exist. 

You’re absolutely free to dislike that design choice. But calling every decision you personally wouldn’t have made “grindy” doesn’t really say much about the game — only about the kind of experience you expected going in.

Still, thanks for playing for a few hours and taking the time to write feedback. Even middle-of-the-road essays require some commitment.

And yes — before you ask — this reply was also written with the help of AI. Try not to let that overshadow the actual design discussion.

Hi! This happens if you refresh the page at the exact moment it's saving at the end of a loop. You can manually reset it by going to Settings — Reset Loop.

Thanks for the review! Glad to hear that! I'm currently working on the last three levels, performance optimizations and some improvements.

Will be fixed in the next patch.

Hi! Thanks for your comments. Will add it.

I think about this. Will be fix it.

You can mute skull collision sound by pressing the sound button, leaving only the music or mute everything.

It's finally solved. In editor I have stable 30FPS(lol) with continuously spawning 150 skulls per frame

(1 edit)

I was playing around with the physics of skulls, maybe something didn't come back the way it was. Need to check profiler.

I did mini performance fix. Let's see how it works.

Since this is my first game on itch.io, I didn't fully understand how to develop WEBGL saves. During the update, all saves were lost. But now I realized it and fixed it. This kind of problem shouldn't happen again.

The Prestige system has been replaced by the Milestone system.

At what level?

Hello! The game is in development. The tutorial will be added soon.

At this moment I have 5 fully completed levels / 2 in development stage(almost finished) and 2 in prototype stage.

Thanks for review. At the moment I have implemented an auto-prestige system that starts with 10B souls and increases linearly. After filling the sword, auto-prestige happens, where you are offered to attack one of the kings of hell and receive a bonus for it. In the early stages, I would recommend attacking Baal or Belial. Which will give bonuses to the speed of purchasing upgrades and the speed of completing the level.