What are the most fun skills in incremental RPGs? Idle, active skills or it's all about synergies? What do you think?

Hey r/gamedesign ,
I'm looking for fun skills, spells, consumables to enhance fun factor of combat so it keeps getting more interesting longterm until the end.

I'm solo indie dev fetching for your cool experience and brainstorm ideas here.
In my freshly released incremental game I've got the core features, now it's time for a fun part.

So the question from a title stands:
What are the most fun skills in incremental RPGs? Passive, active or automation growth?

At this point I've got Prestige Ascention permaments buffs to:

- increase stats

- unlock new skills

- automate

- power up combat power

- increase resource gathering operations

We all know that simple stat increase +% dmg it's useful but it's boring, right?
Game is released early so I can develop it according to early players feedback.

Combat starts as idle auto-battler 1 vs 1 pve.

Very quickly there are skills to unlock:

A) Weak Spots

Randomly appears a Target to tap it for extra hit.
It changes gameplay from idle to idle + tapper.

B) Laughing Skull

A spell that speed up everything 200% for a period of time.
The main goal to finish my game is to beat 1000 Floors of 10 enemies with elites and mini-bosses, some random events on the way. Speed up seems fun as all goes puff away much faster.

C) Shortcut

Each 5 floors you get a checkpoint. You can start your next fights from that point instead of 1st level. It was a feature requested by a player and for incrementals it's kinda classic. Over time player gets really powerful so it's good to just skip the easy first levels unless you're into farming gold resource.

I won't go into gathering resources, crafting and eq upgrades in this post.

Do you remember from other idle, auto-battler or incremental games something that clicked for you?

So far I've got 30 unique Prestige Ascentions (with it's own upgrades too) for permanent buffs.

But this is a part that I think can get much better, so I'm fetching ideas before going into my cave to dev all new cool stuff.

I've got prepared for combat backpack inventory, spellbook, active/toggle skills slots.

So there are many ways I can go further.

My point is to start as auto-battler but then give players a way to evolve into gamestyle they prefer, find broken or overpowered. And ofc fun decks to make crazy things.

Sooo:

What would be cool new skills, abilities or consumables that you find attractive and fun?
What to avoid, don't do, was a bummer in your opinion?

Let's brainstorm it out!

reddit.com
u/WickedMaiwyn — 9 days ago

What are your favourite skills in incremental RPGs? Skills, spells or consumables? Active, passive? Or whatever it takes to make those DMG numbers go insane?

Hey r/gameideas ,

I'm looking for fun skills, spells, consumables to enhance fun factor of combat so it keeps getting more interesting longterm until the end.

I'm solo dev and my recent project is an incremental rpg.
'Start with One Shot, Hit for Millions!' a crazy daschund knight zero to hero story.

I've got the core features, now it's time for a fun part.

So the question from a title stands:

What are your favourite skills in incremental RPGs? Skills, spells or consumables? Active, passive? Or whatever it takes to make those DMG numbers go insane?

At this point I've got Prestige Ascention permaments buffs to:

- increase stats

- unlock new skills

- automate

- power up combat power

- increase resource gathering operations

We all know that simple stat increase +% dmg it's useful but it's boring, right?
Game is released early so I can develop it according to early players feedback.

Combat starts as idle auto-battler 1 vs 1 pve.
Very quickly there are skills to unlock:

A) Weak Spots

Randomly appears a Target to tap it for extra hit. changes gameplay from idle to idle + active.

B) Laughing Skull

A spell that speed up everything 200% for a period of time.
The main goal to finish my game is to beat 1000 Floors of 10 enemies with elites and mini-bosses, some random events on the way. Speed up seems fun as all goes puff away much faster.

C) Shortcut

Each 5 floors you get a checkpoint. You can start your next fights from that point instead of 1st level. It was a feature requested by a player and for incrementals it's kinda classic. Over time player gets really powerful so it's good to just skip the easy first levels unless you're into farming gold resource.

I won't go into gathering resources, crafting and eq upgrades in this post.
They also has buffs and things to increase or automate but for now I explore ideas around combat to make it cooler.

Do you remember from other roguelites, roguelikes, rpgs, idlers, auto-battlers or incremental games something that clicked for you?

It's a mobile game so keep in mind it's scope that Path of Exiles style is kinda not within my range ;p but for sure I can do much more to give my game a best shot to be fun.

So far I've got 30 unique Prestige Ascentions (with it's own upgrades too) for permanent buffs. Some of them unlock things, some enhance, some are passive. Some unlock skills and abilities. It's a way to grow and to specialize you gameplay.

This is a part that I think can get much better, so I'm fetching ideas before going into my cave to dev all new cool stuff.

I've got prepared flow for combat:

- backpack inventory,

- spellbook,

- active/toggle skills slots.

So there are many ways I can go further.

My point is to start as auto-battler but then give players a way to evolve into gamestyle they prefer, find broken or overpowered. And ofc fun decks to make crazy things.

Sooo:

What would be cool new skills, abilities or consumables that you find attractive and fun?What to avoid, don't do, was a bummer in your opinion?

Let's brainstorm it out!

reddit.com
u/WickedMaiwyn — 9 days ago

What are the most fun skills in mobile roguelites? Passive, active or automation growth?

Hey r/roguelites ,
I'm looking for fun skills, spells, consumables to enhance fun factor of combat so it keeps getting more interesting longterm until the end.

I'm solo dev and my recent project is mix of roguelite and incremental rpg r/BladeRising .

'Start with One Shot, Hit for Millions!' a crazy daschund knight zero to hero story.

I've got the core features, now it's time for a fun part.
In case you're interested here is a link, it's free at google play:

https://play.google.com/store/apps/details?id=com.bogigames.bladerising

So the question from a title stands:

What are the most fun skills in mobile roguelites? Passive, active or automation growth?

At this point I've got Prestige Ascention permaments buffs to:

- increase stats

- unlock new skills

- automate

- power up combat power

- increase resource gathering operations

We all know that simple stat increase +% dmg it's useful but it's boring, right?
Game is released early so I can develop it according to early players feedback.

Combat starts as idle auto-battler 1 vs 1 pve.
Very quickly there are skills to unlock:

A) Weak Spots

Randomly appears a Target to tap it for extra hit. changes gameplay from idle to idle + active.

B) Laughing Skull

A spell that speed up everything 200% for a period of time.
The main goal to finish my game is to beat 1000 Floors of 10 enemies with elites and mini-bosses, some random events on the way. Speed up seems fun as all goes puff away much faster.

C) Shortcut

Each 5 floors you get a checkpoint. You can start your next fights from that point instead of 1st level. It was a feature requested by a player and for incrementals it's kinda classic. Over time player gets really powerful so it's good to just skip the easy first levels unless you're into farming gold resource.

I won't go into gathering resources, crafting and eq upgrades in this post.

Do you remember from other roguelites, roguelikes, rpgs, idlers, auto-battlers or incremental games something that clicked for you?

So far I've got 30 unique Prestige Ascentions (with it's own upgrades too) for permanent buffs.

This is a part that I think can get much better, so I'm fetching ideas before going into my cave to dev all new cool stuff.

I've got prepared flow for combat:
- backpack inventory,
- spellbook,
- active/toggle skills slots.

So there are many ways I can go further.

My point is to start as auto-battler but then give players a way to evolve into gamestyle they prefer, find broken or overpowered. And ofc fun decks to make crazy things.

Sooo:

What would be cool new skills, abilities or consumables that you find attractive and fun?What to avoid, don't do, was a bummer in your opinion?

Let's brainstorm it out!

u/WickedMaiwyn — 9 days ago
▲ 32 r/AutoBattler+4 crossposts

ROAST my art of incremental pixel RPG. Looking forward to make it better

Hey r/PixelArt ,
I'm solo-dev one man army working on incremental pixel RPG.
Art is not my main spec but it's so fun to do. I just like the symbolism it requires.
So frame by frame animations, enemies design, attacks, UI, icons etc. I've done it all.

I may not look like, but the design and coding part was huge here. It's already done, project is available in early access to smooth things out.

So I'm at the stage when finally I can focus more on ART!
Before I go to more enemies etc. I want to upgrade current assets.

- For sure a combat summary looks poor.
- Some icons are in different resolution like Prestige Point Crown vs Coin.
- Ascention has a little photo-story sequence of lore, which is nice, but the overall UI needs some love.
- Prestige Buff info popup is weak.
- I re-use a label art, just stretching it with unity 9-slice and with colors.

For sure you're better experts on art and pixel style so any feedback would be golden for me.
Roast it, give tips and tricks, give ideas, you name it.
I don't mind it because my goal is to upgrade the overall quality.

So far in scope of first 300 players no one complained on art yet.
Genre is also more focused on the incremental upgrade progression than art so some things are forgiven to me.
But well, it's far away from perfect yet ;p
I don't want to do the minimal effort, I want to give my best shot.

Let's talk it out folks!

u/WickedMaiwyn — 9 days ago

What are the most fun skills in incremental RPGs? Passive, active or automation growth?

Hey u/gamedev,
I'm solo indie dev fetching for your cool experience and brainstorm ideas here.
In my freshly released incremental game I've got the core features, now it's time for a fun part.

So the question from a title stands:
What are the most fun skills in incremental RPGs? Passive, active or automation growth?

At this point I've got Prestige Ascention permaments buffs to:
- increase stats
- unlock new skills
- automate
- power up combat power
- increase resource gathering operations

We all know that simple stat increase +% dmg it's useful but it's boring, right?
Game is released early so I can develop it according to early players feedback.

Combat starts as idle auto-battler 1 vs 1 pve.
Very quickly there are skills to unlock:

A) Weak Spots
Randomly appears a Target to tap it for extra hit.
It changes gameplay from idle to idle + tapper.

B) Laughing Skull
A spell that speed up everything 200% for a period of time.
The main goal to finish my game is to beat 1000 Floors of 10 enemies with elites and mini-bosses, some random events on the way.
Speed up seems fun as all goes puff away much faster.

C) Shortcut
Each 5 floors you get a checkpoint. You can start your next fights from that point instead of 1st level. It was a feature requested by a player and for incrementals it's kinda classic. Over time player gets really powerful so it's good to just skip the easy first levels unless you're into farming gold resource.

I won't go into gathering resources, crafting and eq upgrades in this post.
I'm looking for fun skills, spells, consumables to enhance fun factor of combat so it keeps getting more interesting longterm until the end.

Do you remember from other idle, auto-battler or incremental games something that clicked for you?
So far I've got 30 unique Prestige Ascentions (with it's own upgrades too) for permanent buffs.
But this is a part that I think can get much better, so I'm fetching ideas before going into my cave to dev all new cool stuff.

I've got prepared for combat backpack inventory, spellbook, active/toggle skills slots.
So there are many ways I can go further.

My point is to start as auto-battler but then give players a way to evolve into gamestyle they prefer, find broken or overpowered. And ofc fun decks to make crazy things.

Sooo:
What would be cool new skills, abilities or consumables that you find attractive and fun?
What to avoid, don't do, was a bummer in your opinion?
Let's brainstorm it out!

reddit.com
u/WickedMaiwyn — 9 days ago
▲ 10 r/MobileGameDiscoveries+2 crossposts

Any knights around brave enough to play early version of "Blade Rising" from a solo dev? Start with a Strike, Hit for Millions! It's a pixel incremental RPG

Greeting travelers,
I'm a solodev one-man army on a quest to spread a word about "Blade Rising"!
https://play.google.com/store/apps/details?id=com.bogigames.bladerising

"As a daschund knight with ascendent prestige, you will be honored to battle these dangerous evil forces!"

Task is easy, beat 1000 Floors with 9 enemies and a mini boss-fight each.
And get soooo overpowered on this crazy adventure to master your war craft.

I've just released it about 2 weeks ago and I'm working on daily patches ever since.
Currently running a little "Weekly Boss Hunt" event to spice things up.
And best info, it's free!

u/WickedMaiwyn — 11 days ago

Best way to balance Incremental RPG growth with live ops Seasons and Events? Keep the individual progress or reset total recall for all each season? What's your opinion?

Hey r/gameideas,

I'm solo dev and my recent project is incremental rpg.
It's still in fresh, early stage, soft free release last week, so game can evolve in different paths.
I want to start Seasons soon so I'm fetching for brainstorm best way to do it.

The core dynamic is wrapped around Prestige System:

Play => Progress Floors => Get Prestige Points according to your further run.

You can exchange it with Ascention for permanent boosts but your progress, resources, upgrades get reset.

It's cool, gives that power grab that game starts slow, then you're much better, stronger, faster with more options, skills, spells and such to go on next run.

But...

I also do optional events like:

- 'Weekly Boss Hunt' with ranking leaderboard for top players
- 3% chance to get instead of combat an Golden Beaver to tap on time for gold

The question is:

A) Do you prefer for each Season to reset all players?
B) Do you prefer keeping all your progress and treat events as additional activity that you can take part into but keep the core progress solo

Giving things to players is always nice but reset, taking back is a risk that some people feel like waste of their time.

On the other hand, without reset early players get giant advantage.
Seasonal reset would bring some fresh start to everyone.

To me in case of game design reset gives cool features like:

- rotation of different Prestige Skill Tree,
- biom rotation,
- enemy pool rotation,

One week it's about defeating bosses, another making the biggest damage, another to gather resources asap etc. that needs a different build for specific goal if you care about winning.

Reset in incremental games is fine. It's a core of prestige. But it usually is based on player's tactical decision to do it or not and when for best growth.

Some middle ground is to keep Prestige Points, after reset just give them back so player can use them in new Season but in a way it saves time to not farm it all over again.

But with balance that new player within season can catch up if they are smart and dedicated.

What is your opinion?

Total recall and hard reset for new staff

or

keeping what's yours and treat events as optional activity?

What do you think?

reddit.com
u/WickedMaiwyn — 15 days ago

Solo gameplay vs ranking competition. What do you think about mix of solo progress with live ops seasons, events and content rotation? Total reset for all or keep individual progress?

Hey r/roguelites ,
I'm solodev of "Blade Rising" and I wonder what do you think.
I want to start Seasons soon so I'm fetching for feedback for best way to do it.

Roguelites are based on a challenge that you overcome some struggles unless you're defeated with a little progress over time.

My struggle is how to mix that gameloop with regular events, seasons, cometetive leaderboard rankings etc.
It changes a bit dynamic of genre core.

Solo experience for example 'Golden Beaver' 3% chance to pet him for gold instead of combat is still a happy accident for a player, his current run.

It gets complicated with multiplayer events like 'Weekly Boss Hunt'.
At core it's very easy. Best player with the further run wins.
It's optional, but main event at the moment.

My question is:
A) Should game be seasonal with total reset for all?
B) Should progress be kept and treat events as side activity?

To finish game you've gotta 'just' defeat 1000 Floors.
How you do it it's up to you.
Events can be just another way to gather resources if you can get to the top.

It's easy to give away progress or resources to players, but I want to fetch your opinion on a loose and reset of progress, resources and such.

At core it's a struggle of new players vs current players fair play.

My game already use game loops based on incremental Prestige System.
For progress you get Prestige Points you can Ascend for permanent boosts.

But permanent for life or for a season? That's the question.
What do you think?

I just want to keep it maybe a little less hardcore but instead give:
- Prestige Tree rotation,
- biom rotation,
- enemies different pools etc.
so it's always something new to play and try.

One week you're all about:
- max damage,
- another more into resource gathering automation,
- boss hunting
- gold collector etc.

Total reset could be a part of a game live but it can give much.
But I don't want players to feel like they loose progress or resources if they don't care about seasonal things.

What do you think?
r/BladeRising is playable for free, just released soft launch last week if you'd like to try:
https://play.google.com/store/apps/details?id=com.bogigames.bladerising

u/WickedMaiwyn — 15 days ago
▲ 12 r/AutoBattler+3 crossposts

Best way to balance Incremental RPG growth with live ops Seasons and Events? Keep the individual progress or reset total recall for all each season? What's your opinion?

Hey r/incremental_gamedev ,

I'm solo dev and my recent project is incremental rpg "Blade Rising".
It's still in fresh, early stage, soft free release last week, so game can evolve in different paths.
I want to start Seasons soon so I'm fetching for feedback for best way to do it.

The core dynamic is wrapped around Prestige System:
Play => Progress Floors => Get Prestige Points according to your further run.

You can exchange it with Ascention for permanent boosts but your progress, resources, upgrades get reset.
It's cool, gives that power grab that game starts slow, then you're much better, stronger, faster with more options, skills, spells and such to go on next run.

But...

I also do optional events like:
- 'Weekly Boss Hunt' with ranking leaderboard for top players
- 3% chance to get instead of combat an Golden Beaver to tap on time for gold

The question is:

A) Do you prefer for each Season to reset all players?
B) Do you prefer keeping all your progress and treat events as additional activity that you can take part into but keep the core progress solo

Giving things to players is always nice but reset, taking back is a risk that some people feel like waste of their time.
On the other hand, without reset early players get giant advantage.
Seasonal reset would bring some fresh start to everyone.

To me in case of game design reset gives cool features like:
- rotation of different Prestige Skill Tree,
- biom rotation,
- enemy pool rotation,

one week it's about defeating bosses, another making the biggest damage, another to gather resources asap etc. that needs a different build for specific goal if you care about winning.

Reset in incremental games is fine. It's a core of prestige. But it usually is based on player's tactical decision to do it or not and when for best growth.

Some middle ground is to keep Prestige Points, after reset just give them back so player can use them in new Season but in a way it saves time to not farm it all over again.
But with balance that new player within season can catch up if they are smart and dedicated.

What is your opinion?

Total recall and hard reset for new staff

or

keeping what's yours and treat events as optional activity?
What do you think?

u/WickedMaiwyn — 15 days ago

What is in your opinion best way to balance Incremental RPG growth with live ops Seasons and Events? Total reset or keep the individual progress?

Hey r/gamedev ,
I'm solo dev and my recent project is incremental rpg.
I want to start monthly Seasons soon so I'm fetching for feedback for best way to do it.

The core dynamic is wrapped around Prestige System:

Play => Progress Floors => Get Prestige Points according to your further run.
You can exchange it with Ascention for permanent boosts but your progress, resources, upgrades get reset.

It's cool, gives that power grab that game starts slow, then you're much better, stronger, faster with more options, skills, spells and such to go on next run.

But...

I also do optional events like:
- 'Weekly Boss Hunt' with ranking leaderboard for top players
- 3% chance to get instead of combat an Golden Beaver to tap on time for gold

The question is:
A) Do you prefer for each Season to reset all players?
B) Do you prefer keeping all your progress and treat events as additional activity that you can take part into but keep the core progress solo

Giving things to players is always nice but reset, taking back is a risk that some people feel like waste of their time.
On the other hand, without reset early players get giant advantage.
Seasonal reset would bring some fresh start to everyone.

To me in case of game design reset gives cool features like:
rotation of different Prestige Skill Tree,
biom rotation,
enemy pool rotation,
one week it's about defeating bosses, another making the biggest damage, another to gather resources asap etc. that needs a different build for specific goal if you care about winning.

Reset in incremental games is fine. It's a core of prestige. But it usually is based on player's tactical decision to do it or not and when for best growth.

Some middle ground is to keep Prestige Points, after reset just give them back so player can use them in new Season but in a way it saves time to not farm it all over again.
But with balance that new player within season can catch up if they are smart and dedicated.

What is your opinion?
Total recall and hard reset for new staff
or
keeping what's yours and treat events as optional activity?

reddit.com
u/WickedMaiwyn — 15 days ago

Are incremental Prestige Systems a Reverse Roguelites or it's genre happy twin?

Hey r/gameideas,

I'm a solo indie developer currently working on an incremental pixel-art roguelite RPG, and while designing progression systems I ended up going down a weird rabbit hole.

The question that keeps coming back to me is:

Are Prestige Systems basically the "happy twin" of roguelites? Or maybe even a reverse roguelite?

Hear me out.

In a traditional roguelite, failure is part of the core gameplay loop. You die, lose your run, gain some kind of meta progression, and start over stronger, smarter, or with new options available. The reset isn't a punishment exactly it's the engine that drives progression.

Prestige systems in incremental games feel surprisingly similar to me.

You spend hours building progress, reach a certain point, then willingly press a button that resets most of your progress. In exchange you gain permanent bonuses, new mechanics, multipliers, or entirely new layers of progression. You're basically choosing to end your current run because you know the next one will be more powerful.

The biggest difference I see is psychological.

Roguelites usually reset you because you failed.

Prestige systems reset you because you decided it was optimal.

One feels like "I lost."

The other feels like "I'm ascending."

But mechanically, both systems ask players to repeatedly travel through similar content while accumulating long-term power.

The more I think about it, the more they seem related.

Roguelites usually focus on short, intense runs where the fun comes from adapting to randomness, experimenting with builds, and improving player skill.

Incremental games and prestige systems often focus on watching numbers explode, unlocking permanent growth, and gradually transforming the entire pacing of the game. The first hour feels slow, but 20 hours later you're progressing thousands of times faster than before.

Maybe that's why I love both genres.

One is about becoming a better player.

The other is about becoming an unstoppable character.

Or maybe that's oversimplifying it.

What I'm currently wondering is whether the two can be combined even further.

Can a roguelite have a deep incremental prestige layer without losing what makes roguelites fun?

Can an incremental game use roguelite-style runs, random events, build choices, and risk/reward decisions while still delivering that satisfying "numbers go up" feeling?

Has any game already nailed that combination in your opinion?

And as a completely unrelated question that definitely isn't inspired by something I'm adding to my own game...

If you were fighting through waves of evil monsters and suddenly had a 3% chance to encounter a Golden Beaver instead...

Would you stop everything to pet the Golden Beaver for a pile of gold?

Or would you ignore him and stay focused on saving the world?

Curious to hear your thoughts.

reddit.com
u/WickedMaiwyn — 23 days ago

Any1 up to pet a Golden Beaver or you'd rather fight waves of evil on an adventure? Why not both iny my fresh released free Blade Rising

Hey r/incremental_gamedev ,
I'm a solo developer working on an incremental mobile RPG called "Blade Rising".

Play as a Dachshund Warrior fighting through waves of enemies while unlocking upgrades, prestige bonuses, resource gathering, weekly events and other incremental systems.

Instead of waiting months behind closed doors, I decided to release early and build the game together with player feedback.

One of the random events is a Golden Beaver with a 3% chance to appear. If you catch him in time, you get bonus gold instead of another regular fight.

Google Play:
https://play.google.com/store/apps/details?id=com.bogigames.bladerising

Discord:
https://discord.gg/cvymf9f5Y

The game is free, so if you enjoy incremental games I'd love to hear what works, what doesn't, and what should be improved next.

u/WickedMaiwyn — 23 days ago
▲ 14 r/roguelites+2 crossposts

Are incremental Prestige Systems a Reverse Roguelites or it's genre happy twin?

Hey r/roguelites, I'm solo-dev working on a incremental pixel roguelite.

Soo...

Are incremental Prestige Systems a Reverse Roguelites or it's genre happy twin?

In roguelites death is part of a core game loop.
In prestige system too.

A difference is that roguelites punish for mistakes.
Prestige gives a choice to progress more or reset all and play faster with new perks.
Both gives progress.

To me it's like roguelite gives more replayability.
Prestige Systems are more rpg-like stacking powerful perks to go the same route but much stronger.

Roguelites seems faster, shorter iterations.
Prestige seems slow at first but goes insane.

What is your opinion? Can a roguelite be incremental or prestige system used in roguelite?

... and ofc would you pet a 3% Golden Beaver if that grands a bunch of gold
or you'd rather keep fighting evil forces with no distraction? ;)

Let's brainstorm it out!

u/WickedMaiwyn — 23 days ago

I wouldn't pet it... unless cool pack of gold! Strange, unexpected events in games

Hey r/gamedev, I'm solo-dev working on a pixel incremental rpg.

What is the strangest, unexpected Event from games you remember?

Can be funny, can be suprising, share your story 😉

Do you like easter eggs and rare events or it breaks immersion to you?

For example:

- Lootbox that attacks you as mimic.
- Cow level in Diablo
- Some wink wink from devs for example hidden Link from Zelda in a story of another game
- boss you were prepared to fight to the end went sleeping
- Golden Goblin that appears with a rare loot to chance him asap
- Farcry field burning with Skrillex music

Things like that. A little happy accidents.

In my game you fight series of evil enemies across biomes but
there is 3% chance that instead of combat you have to asap
pet a Golden Beaver on time gaining stream of gold.

Game is about fighting and ascending prestige powers but those other moments like discovering a story or random change of gameplay seems to me as a good way to break linear fight, loot, upgrade loops. So you can focus more or at least have a little laugh on the way.

What is your opinion? Do you like that random events or you'd rather focus on your goals and quests to progress?

... and ofc What is the strangest, memorable event you remember?

Let's talk it out!

reddit.com
u/WickedMaiwyn — 23 days ago