A list of puns related to "Incremental"
Hello friends,
Today we're announcing a change in the content policy of this sub that we believe will make most people's experience better.
Since it was created, this sub has welcomed discussion about both games and game development (programming). While it was still relatively small, this worked out well. We believe that it ultimately led a lot of people into game development and these people went on to create many of the games we all love.
However, we believe that we're now at a point where, in order to provide the best experience for both game players and game developers, it's time to move game development into a subreddit of its own.
Most of the more than 100k users here are not interested in seeing posts about game development. However, we have had feedback indicating that the game developers would benefit from having a place to discuss and share information primarily with other developers. Hopefully, this change makes most people happy. However, if it ends up going poorly after given a reasonable trial period we keep open the possibility of reverting the change.
Though the moderators here are initially also moderators of the new sub, we have added new moderators there that are intended to do the bulk of the day to day work as well as steer the sub in a direction that benefits game developers. These moderators are /u/thepaperpilot, /u/reda-kotob, and /u/akerson. We have full faith in all of them and we expect them to make the sub theirs. Over time we expect the rules and culture to diverge from this sub in a way that most benefits the new sub's intended audience.
The new sub will use the same discord server as this sub. We have already established a strong developer presence there and it has not yet gotten to the point where splitting would make sense.
Here are some examples of topics that go in the new sub:
Here are some examples of topics that still belong here:
Finally, we wanted to thank the person who originally created /r/incremental_gamedev, /u/TankorSmash, for transferring the sub to us so that we can make this change to a sub with a logical name.
Edit: I guess my examples weren't
... keep reading on reddit β‘Work is a colossal waste of time. I'm not interested in spending 2/3rds of my life making some rich fucker richer. Working is bad for the environment, it's bad for society, and it's torture. It destroys your body and your mind and takes time away from your friends and family -- people who actually matter. It's boring, it's painful, it's unhealthy, and I'm getting older every year.
There is no number of concessions the capital class can make to me that will convince me to work. I will not work. I refuse to work. I refuse to submit and debase myself by being some power-tripping manager's slave under threat of starvation. I refuse to waste my life on meaningless, tedious nonsense that actively helps to destroy the world I live in. I refuse to participate in a society that excludes me from its achievements.
Edit: To the pro-workists in my comments, have fun wasting your life typing in an excel spreadsheet or tilling dirt. I oppose work and productive labor in all forms without exception. "Unemployment for all" is at the top of the subreddit, and the sidebar contains helpful information about opposing productive labor as well.
Im an adult with ADHD and commonly found myself struggling to put my fone/pc down from incrementals. This is specialty harmful when I have several tasks and restricted deadlines from work. ADHD patients experience a lack of dopamine due to disfunctions on frontal lobe and, thus, are inclined to addictive behaviors. I believe that incremental games (specially because of quick and progressive rewards) may have a greater effect on the mind of such patients.
I am not criticizing the genre, but exposing my perception as a patient myself. I appreciante if any of you have scientific knowledge or experiences related to the theme to share.
Sry about my english.
Edit: Language
Based on the feedback so far I have completely reworked the list.
In case you would like to have the games in alphabetical orders you can check this link.
In case you would like to have the games sorted by popularity (views of my videos in this case) you can check this link.
In case you would like to have the games sorted by their prices (Steam prices here) you can check this link. In-App-Purchases or something like that might still occur.
I have added web links, steam links, adroind links and IOS links if available in all lists so you can also make your decisions based on which device you prefer to use.
Title says it all.
TL;DR: It felt good, even in eventualy defeat, to watch myself get a little better each time I died.
In the end the healer challenge defeated me. I managed to beat all the other scenarios, including Guardian, as someone who had never played any class besides hunter (and survival, to boot). A couple were very easy (Sigryn, as enhancement; I don't even know what the abilities do, I just pressed them as they lit up; took me 8 tries), a couple more challenging (Guardian; Agatha as unholy). But in each of them over the hours it took me (Guardian, for example) I saw myself get slowly better.
Same with the healing challenge, which I put about 14 hours into, and eventually gave up at 4am before reset. By the end of it I could do phase 1 without any cooldowns, felt like a real healer, but was too tired to focus enough to cleanly get through the rest. Another day and I'd have had it. Alas.
I enjoyed the tuning, in the end; I also definitely sought strong timewalking sets to offset the difficulty on all my toons except the hunter--the necessity of which is a worthwhile discussion. Shame about those few bugs, shame about the occasional weird decisions (shadow priest vs the twins seems an odd choice) and the "fixes" which made certain fights harder. Kind of looking forward to when it comes back around.
(not sure what flair to use)
I have a problem with most (almost all) incremental games: They have very (and usually low) clear skill cap . It is almost always very clear what is your next objective and how to get it. Sure, sometimes it requires a lot of grinding, or sometimes it requires you to reset something several times to find the correct combination of choices, but all in all, There isn't very much to learn, and not so much to "get better" at the game. You play it, you get to the ending (if it's an actual ending or just no new features), and that's it.
(One exception to this rule worth mentioning, is Trimps, where the different perks and the different paradigm shifts really require you to understand them to know how to optimize them.)
Now, let's talk about a game genre that is not exactly incremental but is very close - Factory / Colony games (Factorio is perhaps the most famous of those, but also Dwarf Fortress, Oxygen Not Included, Satisfactory, and others). In them, while grinding is still a huge thing, skill level is a HUGE factor. People are always looking to learn, experiment, share, and discuss different designs and different solutions to problems. You can always get better, and find new cool things to do and challenge yourself in those game.
That's it. Just wanted to rant for a minute. Please, do not take it as "game request" post, I am not looking for examples for incremental games with high skill cap or anything like that. I just want the designers and developers in here to think about their own game, and what skill cap they have. It's perfectly fine to have very low cap if it's on purpose, just give it a thought, and maybe, every once in a while, dare to break the mold.
EDIT 4: Alright, I've taken the time and pushed out a balance and quality of life update. Things should flow a lot better and feel better. I feel like costs are pretty solid at this point, and this should be the last balance update before new features. A full change log can be found HERE.
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Hey everyone, I finally got around to updating and releasing my incremental game beyond a simple playable proof-of-concept. I present to you:
Currently the game has two layers, the Mana layer and Blood layer. The Mana layer has 3 upgrades, and the Blood layer has 6 upgrades. This is the first time I've felt confident to actually release this to a mass audience, and I'll continue working on this!
Please, play through and tell me what you like, what you don't like, what you would change, and what you'd like to see added. I'm very open to suggestions and I want to know how things feel, and if they're unbalanced. The game is slow at first but definitely speeds up towards the end!
Current end of content: 6th Blood Upgrade at 25 Blood
EDIT: Made mages cost a lot less, should be able to progress through to the blood layer faster
EDIT 2: Added a goal at the top of the screen to tell you how to get to the next feature.
EDIT 3: The game is a lot shorter now due to the change in mage prices, which was a bit of a hasty move. I'm taking some time to do a full balance update, but in the meantime I'll leave this edit up here so people see this. THE GAME IS NOT 30-40 MINUTES LONG AT THE MOMENT.
Salutations! I am creating my own Idle Game and have a question.
I want to create upgrades like in "Will it Crush?". I mean almost all the upgrades are available by start of the game at a low price. It would be very suitable for my game. But I have no idea what formulas I should use to ensure growth.The classic formula (next_cost = base_cost * coefficient^(level)) doesn't fit for such a game. It involves opening upgrades one by one, progressively.
Do you have any ideas? Maybe, there are some articles on the internet? I couldn't find anything about it.
Hi everyone,we're celebrating our first year on Steam since we released SimPocalypse initially in Early Access.You can check out the game here, to see if it's something that might interest you.
SimPocalypse is a strategy, simulation, and incremental game about taking over a post-apocalyptic settlement, trying to provide it with basic life resources to survive, while rebuilding structures, improving the economy, researching unique advancements, building up the army of tanks to battle, and dominate the world!
-----P.S.: If you'd like to try your luck and participate in a Giveaway, we'll send 5 Steam keys in total to random participants (one to each winner:) ), to those who will show interest in the comments below. Consider this as a small sign of appreciation for all the valuable feedback we got from this community during the early development phases. Thank you guys, you're awesome!
The Giveaway contest ends on December 20, 11PM PDT, and we'll PM random winners the next day.
EDIT: Since several people have asked - we actually have a web demo you can play here (progress transferable to full steam version):https://gamexgames.com/game/simpocalypse
-----
UPDATE
The giveaway has ended, thanks everyone for participating!
The winners of the giveaway are:
CyKnight118, dustingforvomit, kingomu, jamese1313, naterichster
Congrats!
We've sent you a PM with the Key, please check. Have fun!
Hello everyone,
Iβve been developing Little Garden for a while now and feel that it is ready for its first βpublicβ test.
Little Garden is a 2D game with many collectible seeds which you grow and crossbreed to unlock other species.
So, the main goal of this game is to obtain all types of seeds in the most efficient manner.
Each plant grows at a different rate and some can grow at a variable rate by chance. When a plant reaches the end of its life it withers and leaves its plot empty. So if you want to get its seed for planting you should harvest it before that point. Also, some plants give a bonus when you harvest them, which you only get while it is mature.
If this kind of game sounds interesting to you and youβre willing to share your overall impression, feedback and suggestions with me, feel free to join my discord:
Discord: Little Garden - Collect n' Grow
And if youβre interested in playing the closed beta, simply apply for a key in the βrequest-beta-accessβ channel and depending on the overall amount of interested folks I might reach out to you with access.
This closed beta event will be held on Google Play Store so you will need an account on that platform and a Android phone to be able to take part.
You can reach me at r/littlegarden too. Join our subreddit!
Thank you for reading! - Iβm looking forward to your answers!
Dear ZFS folks,
I have a really a hard time to find a simple bash script that would send snapshots of a specific ZFS dataset to remote host and destroys every 32nd snapshots on both local and remote hosts.
There are so many of those "one-fits-all" type of scripts with many code lines which do snapshoting, sending and rolling back, but finding a simple script for sending only and cleaning is indeed not an easy task.
Hope someone can share some simple code you use for sending and cleaning on zfs.
i feel like it takes away from the fun of the game and forces the player to babysit it to make sure they are profiting. especially terrible if it never gets automation or if it comes at a really late stage in the game as an unlocked mechanic.
edit: I meant as a part of the game, if it's the main game loop then you know what you are getting into from the get-go.
Hello. I'm a military spouse raising a kid during a pandemic. I say this because at the moment going to an actual brick and mortar class is not viable even if it is preferred. I have looked into the Hand Tool School and the Woodworking Master Class. I am looking for a logically incrementally progressive online program that will get me working and building skills but without producing the dread of tool sprawl. That's why I dropped out of power tools. I know eventually new tools will be needed to do new things that's fine. But I'm looking for a "step one... step two... step three..." approach of growth instead of "build this if you have this this and this"
I'm at present reading through Schwarz Anarchist books and they're definitely hitting a note that I like. But I learn better from instruction than I do self guided DIY builds.
Cost is not a huge problem and I would rather pay more for results that work. Essentially I need to see the road map and be able to move forward in logical increments. Are there any other options that I'm missing besides HTS and WWMC?
In this you add to the count by the current level. The level starts at 1 and you can increase the level by paying 20 of the count. When increasing the level you must do so before you add your count.
Format: current number(the level) The get is level 1000
Here at RPW, we often talk about the importance of vulnerability and of submission. You may wonder why that is. Well, here are 3 concepts/factors that illustrate why:
The best, most effective way for us to get commitment from men is to provoke their innate protective instincts that they have for things that are smaller and cuter than they are.
The best, most effective way for us to provoke menβs protective instincts (because for the high-quality men we want who have enough options, being small and cute is mandatory but not enough) is to use submissive behavior as strategy.
While submission is indeed a powerful tool in our RPW toolbox, it is important we donβt use it on men who A) are so out of our leagues that no matter what we do we cannot get anything more than sex from him, B) are completely incapable of having protective instincts for women or anyone/anything, C) do not inspire very much attraction/dedication/respect from us, and/or D) have major red flags along the lines of violence, addiction, extreme mental health disorders, etc.
β
So, with all those factors in mind, hereβs why Incremental Reciprocation is the best way to address ALL of these factors. We know how powerful submission is to inspiring his protective instincts, and therefore his commitment. But we ALSO know that submission means vulnerability, and while feminine vulnerability can be the catalyst of immensely fulfilling love from a benevolent protector of a man, it also could land us in a lot of trouble if we are vulnerable to the wrong men for us. But with Incremental Reciprocation, we get to take away A LOT of the risk factors in the early stages - while we are still vetting - AND use that Incremental Reciprocation as a form of vetting in and of itself.
To execute Incremental Reciprocation, you start off by doing a small/insignificant, but nonetheless thoughtful, gesture for a man youβre seeing. If
... keep reading on reddit β‘Hello guys. Recently, I just published my app (Blood Gaming Idle RPG) on Google Play Store and it uses Google Play Games to sign in. My game is about leveling up weapons, competing with other players, and enjoying playing an endless idle game. This app is completely F2P.
Key Features
β Different weapons with different abilities, combine them to create an ultimate formation
β Various ways to strengthen your weapons (bronze levels, silver levels, weapon levels,...)
β Online PvP arena, show off your team's strength against other players
β Dungeon, Mine, Relics, and more...
Check it out whenever you guys have time and leave feedback for me to improve the game if you can. Thank you!
Link: https://play.google.com/store/apps/details?id=com.bloodgaming.bloodgamingidlerpg
https://preview.redd.it/r85zli5eokd81.jpg?width=1080&format=pjpg&auto=webp&s=1030989bd7b24e8598bb167352793bbdd8d20373
https://preview.redd.it/vw7gui5eokd81.png?width=1080&format=png&auto=webp&s=97a315d5f069611bb0a3146b330cc272c36be448
If you have ever played a video game, chances are, you had plenty of fun dealing with what I call the incremental-progressive gameplay elements.
What I mean by that is the "fun" players have while increasing certain stats which scale in an interesting way within the gameplay world. Then you encounter harder challenges. And gain more experience to get even stronger to seek even harder challenges. Ad infinitum.
In this thread I want to discuss, if incremental progression can be a thing in TTRPGs.
In order to implement it, the system would be required to:
Offer scaling levels of difficulty for encounters. From Goblin to Bandit to Orc to Ogre to Giant to Dragon to Demon to Demigod, ...
Problem: Video Games can use Level-Tags (like beating the Dragon on Level 20 instead of the Dragon on Level 3.). TTRPGs need to represent power levels in meaningful and immersively coherent ways. So we can only have so many steps of "more difficult" enemies that feel coherent.
Rules/Mechanics that allow for vastly different power levels. This means: You need a set of rules that allows for characters of vastly different power levels to meaningfully interact with each other. And the player actually needs to make enough sense of the rules so that they can make reasonable predictions about their performance on any given task.
Problem: Cant find any good examples, even when using digital ways of rolling. Video Games have an advantage here since players can quickly experiment how their stats behave under certain circumstances. In TTRPGs this is really hard to accomplish. Anyone ever tried Mayfair and feels like it provides this? I never could get any players to try it.
Meaningful options of progression: Skills, Feats, Attributes need to actually make you stronger or synergize in a way that allows you to deal with harder encounters.
Problem: Many tasks simply dont scale well. You may at some point jump across a river or a chasm, but there are not thaaaat many relevant encounters that allow for a higher and higher jumping skill value to be relevant. Same for Survival. Or Cooking. Everything that's not a competition between two characters and slight differences in margin of success means a lot, suffers from this problem.
yea, this is why I think the kind of incrementalism that we know from many MMORPGs, Creature Collectors, Hack and Slays etc is basically something for the realm of video games.
Proof me wrong though, I'd be happy to see that kind of f
... keep reading on reddit β‘They think splitting it into two is a temporary setback for a further boost. Not sure how well thought out the prestige mechanic is though.
Rabbits Lay Eggs: a short but intense Easterchristmashalloween-themed incremental game :D
Hello everyone!
I've been planning myself to release a game in the same style as Arcanum/Theory of Magic. But I would like to get some feedback regarding preferences.
What kind of Mecha would you prefer?
Wearable (Metroid kind of armor) Piloted (Patlabor, Gundam Wing) Remote Controlled (Medabots, Tetsujin 28) Sentient (Transformers)
And about size? Would you prefer mechas in a smaller humanoid size? Something bigger like Patlabor or MechWarriors? Or giant robots similar to Gundam, Pacific Rim, Evangelion?
Because the game will have a different narrative and mechanics based on each type and size of Mecha. Or even, are you folks interested in a Mecha Incremental?
In 2020 I started making a (now-abandoned) incremental game similar to anti-idle but where all of the text was in Dutch and there were mini-games related to learning Dutch (here's a video if you want to see what it was like). One of them involved ASCII art of objects appearing and the player having to correctly click on the word for that picture (like if an apple appears you have to pick "de appel" out of a pool of other random incorrect choices). The point was that you would learn Dutch over time by being exposed to Dutch-language text and the little minigames like noun identification to expand vocabulary.
Recently I've been thinking about this concept a lot more and about possibly bringing it back, and wanted some input from this community. Like, to those here who are veteran inc players, do you think something like this would even be fun? What other kinds of mini-games could a game like this have that would provide a fun experience while also still advancing the player's knowledge of the language? Would having language audio (so the player can also hear how it sounds rather than just seeing foreign-language text) be important to you, and how can that be incorporated into a game like this? Are there any language-learning incrementals out there already?
I don't mean to make this sound like some kind of survey or something, I just don't have a lot of experience with incremental games personally and I wanted to reach out to the community to see what more experienced players think about all this. Any comments are appreciated. Thanks.
The New Year Incremental Game Jam will be starting on January 1st, this time with cash prizes for the top 5! The jam will be 2 weeks long again, and to participate you must be in the Discord (link -> https://discord.gg/5BDJNvtH6B) I hope yβall are as hyped as I am and letβs start 2022 off with the biggest jam to date!
Why do most textbooks on nonlinear FEM derive the finite element equations using the very confusing incremental formulation (TL&UL). I realize that in the process they still linearize the equations with Taylor approximations so why not just derive the full set of nonlinear equations and linearize them with Newtonsβs method. Iβm new to structural mechanics so I dont understand why not solve nonlinear equations the usual way.
I've been pretty consistent with bodyweight fitness + running 4-6 days a week for the past ~16 months. Lost 20 pounds of fat, got stronger. Can run farther and faster. Sleep better, have more energy.
But. I'm basically out of motivation to keep improving. I've used the Recommended Routine, Begin Bodyweight by FitnessFAQs, and Mobility by Cali Move. But I get bored with each of them. They have good, hard routines, but I feel like I'm just going through the motions. I miss a day or two, and it doesn't matter, because, what's the point?
I have vague goals like "do a front lever", but I need goals with incremental steps. I'm going through the programs above, but they all include many exercises, and I don't get a sense of measurable progress in any particular area when I'm doing so many different things. So I get bored and lose my motivation.
Does anyone have examples of goals/programs they have used to make progress? To break out of the doldrums? Tips for not getting bogged down?
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