r/incremental_gamedev

▲ 88 r/incremental_gamedev+2 crossposts

First teaser for my incremental fishing game FishInc.

Hey everyone, just wanted to share a small project I’ve been working on — FishInc. I recently put together a short teaser trailer and thought I’d post it here. It’s my first time working in this genre but I am happy how it turned out. If it looks interesting to you, here’s the Steam page: FishInc on Steam

u/batoroid — 2 days ago
▲ 122 r/incremental_gamedev+3 crossposts

We had to change our art designer in the middle of the project. How do you like the new design?

TLDR: The left side is the new design and assets, the second one is old. Which one looks better?

Hey everyone, we're working on a sci-fi 3D incremental game named One More Core. Making 3D incremental turned out to be a harder challenge than we thought, and as if that wasn't enough, we also had to change our designer. We're satisfied with the style, and there are still things that can be changed and added. The old one has more shaders and VFX. If you consider only assets and general composition, what do you think about the new version?

u/IndieSoulsStudio — 8 days ago
▲ 16 r/incremental_gamedev+2 crossposts

FIRE & FORGE: "Overdrive & Optimization" Update!

Hey everyone! We just dropped a major patch focused on player freedom, reworking core mechanics, and smoothing out the mid-to-late game progression loop.

Play the Demo on Itch.io

Wishlist the Game on Steam

Here is what’s new:

  • Overheat Rework: No more mandatory waiting. When you overheat, you can play a fast mini-game to vent heat instantly. You can also now force a burn cycle while overheated, but it costs +50% more mana.
  • Free Progression: Upgrades have been decoupled. You now have total freedom to choose your own path, spec heavily into production, focus on tech speed, or build for mana efficiency.
  • Unpaused UI & Clean Spawning: The Tech Panel got a clean visual redesign with clear category labels. The game no longer pauses while browsing tech! Also, shards will now only spawn around the fire and never behind UI windows.
  • Auto-Save: The game now saves every 3 minutes. (Heads up: Starting a New Game will overwrite your previous auto-save).
  • Economy Balancing: Complete overhaul of prices and crafting times to make late-game scaling feel much smoother and more rewarding.
  • Bug Fixes: Fixed a rune duplication exploit (Runes are now strictly unique items). Fixed a late-game UI flickering bug caused by rapid mana regeneration.

Thanks for playing! Let us know how the new overheat mechanics and open progression feel in the comments!

Want to support development? Every single wishlist helps us immensely. Grab the updated demo on Itch.io and wishlist the full game on Steam!

u/erasoftstudio — 6 days ago

What should I play to understand the genre?

I am trying to learn the genre, but I'm not sure what games are defining for the genre. What would players compare my game to? What games should I play to understand the modern vision of this genre?

reddit.com
u/Pure_Opening9834 — 7 days ago
▲ 6 r/incremental_gamedev+3 crossposts

Minimon: Tiny Idle Tactics - Demo is out now!!

Hey we're the dev's of Minimon: Tiny Idle Tactics, a creature collector incremental game where you'll build a roster of monsters as you progress through the game, gaining new upgrades, items, abilities, and other perks.

In this Demo you'll find our first 3 Paths (Levels) to try out each with their own unique Minimon to fight and rewards to earn while facing increasingly difficult foes.

Minimon is a work in progress, and we will be making iterations and updates each Friday. Make sure to come back each week to see what we’ve added!

Demo Page: https://store.steampowered.com/app/4703520/Minimon_Tiny_Idle_Tactics_Demo/
Discord: https://discord.gg/QDsDJeqB6v

u/ReignOfGamingDev — 6 days ago

Game engine replacement after a "successful" prototype.

I had a basic browser game in JavaScript that received very good reviews, and when I tried to scale it, I realized I had to start from scratch with a game engine. I chose Godot.

I'm still in development; I don't know if those who liked the prototype will like the new version. I'm keeping the mechanics, the graphics, there's no free building, just upgrade buttons, moving eggs, chickens, filling feeders... but I don't know... I'm afraid this version won't live up to expectations.

What do you think?

u/WranglerIntrepid3817 — 9 days ago

Capsules that convey incremental genre

I'm currently refactoring the capsule art for our steam page because we received feedbacks saying that it doesn't convey that the game is an incremental. I spent some time looking at other capsule art, especially from the most popular titles, but aside from those that literally include words "idle" or "incremental" in the title, I don't really see capsules that communicate the genre more than others.

Do you have any suggestions or examples of capsule art that solve this issue?

reddit.com
u/2PawnsGames — 7 days ago
▲ 37 r/incremental_gamedev+6 crossposts

We just released our 3rd Major Update! - Whack-A-Monster

We just released our 3rd Major Update!

Another new level: Deadwater Beach. Along with 4 new enemies and a new boss(with mechanics as well)

We really wanted to have players be able to adjust their playstyles a bit somehow, so we decided to add a Gear System.
The Gear System will allow you to select from multiple gear pieces after defeating a boss. These give you powerful playstyle specific bonusses. You can equip up to 4 of these in total.

Another new mechanic: Ghost Hammers. These grant you have a chance to hit random enemies with a ghost hammer when attacking. These hammer also copy your on hit effects, so a ghost hammer with a column hammer equipped will also attack in a column for example!

Please give your honest as possible feedback. It is as always very very welcome

Steam: https://store.steampowered.com/app/3364170/WhackAMonster_Demo/

Itch.io: https://brainfog-games.itch.io/whack-a-monster

u/Clean_Friendship5503 — 9 days ago
▲ 54 r/incremental_gamedev+2 crossposts

500 units sold. The best launch I could have hoped for with 800 wishlists and zero streamer coverage.

I released The Board is Yours almost 2 weeks ago with 800 WL and I'm reaching 500 units sold.

Work breakdown

This game is the result of over 600 hours of work. I initially planned the game for 300h (so the typical x2), and it's a very complex incremental game based on chess, which explains why most of the time was development. I did art and sound/music as well, and took a bit more time (100+ hours) for marketing, collecting emails, sending emails, keys, (but which basically lead to nothing yet).

Wishlists

Launched the page in december, and got basically no traction at all (as expected). I released a demo on itch which made around 5K plays and got me ~300 wishlists and a few more with the demo release on steam. I doubled this with the Next Fest and ended up with 800 WL at launch.

Launch & 10th review

I knew some people were interested in strategic thinking in the landscape of incremental games, but I wasn't sure it was a good idea to try to mix the two genres, because in the end, the game is definitely very, very, complex. In fact what happened is that for an idle game, the pacing is as good as the player is (quote from a player), which makes the game duration very hard to predict: some people cleared the game in 4 hours, others in 30h... But the result was amazing:

  • Almost 500 sales, with 3.5% return rate
  • Over 18 reviews, 100% positive meaning that the target audience of the game really loved it (especially when you read some of the in-depth reviews).
  • 2h30 of median time, with an average playtime of 7 hours
  • Zero bug report, and several good ideas for QoL improvements that are on their way for the first patch.

I hit the 10th review day 5 and got a huge boost of visibility from the discovery queue which went from ~40 per day to 2K. I also managed to have 2 bundles up with games recently launched, which brought a few more sales from incremental world, but I'm still actively looking for other bundles even if I have very little answers yet (it seems like bundles are very important for the long tail...).

An unexpected boost

With the release, and the good rating on a site dedicated to incremental games (incrementalDB), my game went back at the top of this site and I even managed to have a featuring on it which brought a few thousand people to the itch demo which was still up. After a week of visibility, the itch algorithm started pushing my demo a lot (the very same demo I released in february and which made 5K plays at the time), and it brought 10K more plays to the demo, which gives a very good idea of what the full game looks like. So I guess I got some sales from this as well.

What's missing

First, for now, I did not manage to bundle with chess-based games especially, which is too bad because some big title recently launched and some are doing incredibly well (looking at you Gambonanza), but yeah... I'm way too small to bring anything to the table for them so that's understandable (have a great day).

But the worst is that I basically got zero coverage from streamers. I had a few thousands of views (cumulated) for the demo version, but around 60 views (cumulated...) for the full game, despite sending plenty of keys and still working on that side.

It's still early and I have some hope, especially because the reviews and feedback show that I made a game that people definitely enjoy playing. But at the same time, the game is maybe too hard, not flashy enough and as a result not interesting show to people.

What's next

So I guess I can continue to convert on the long tail, with some marketing, bundling, and still hoping to have some streamer coverage, but I feel like I already managed to show the game to the right audience who enjoyed it, and there might not be that many more people left who could enjoy it. It seems unlikely that I will be able to reach the 50 reviews mark at some point, but the current result still feels like a success for a first game (not a commercial success, the projections looks like $2/h for the lifetime revenue of the game). I tried to make my game for a very specific target audience, and they responded extremely positively which is such a relief after so much work.

So now that I know I can make a good game for a specific target audience, all I need to do is choose a wider target audience!

Have fun making games!

u/Draelent_ — 10 days ago
▲ 16 r/incremental_gamedev+2 crossposts

So I know its a bit wierd to see skill telegraphs in a top down shooter but because of the dual control system in my game I had to put them in.
Some skills fire off from the main character and some from the mouse cursor, kind of like a twin stick but its just mouse controlled and you hold down spacebar to disconnect the cursor from the main body and your skills are on the left and right mouse button. so you can hold space down to free the cursor, move the cursor across the screen fire off a attack there and at the same time fire off a AOE explosion around the body.. or set traps, healing bubble, firewalls, blackholes n stuff.
Anyone else seen stuff like that in a top down shooter? most of my inspiration for my games come from mmorpgs because I've played so many of them.

If any ones curious the demo is here https://store.steampowered.com/app/4512830/Null_Root/

The full release will be on steam in a few months, just after the Steam Next fest in June. Oh there is also a native steam deck version as well so no need for emulation.

u/zerojs — 9 days ago

Is it fine to let prestige resets be overpowered?

Might be overthinking it but I’m currently building an incremental game and am worried about balancing the prestige reset payout and upgrade power.

Right now, I have a simulator to test my game and I think the curves for the 1st and 2nd resets feeling pretty good (current benchmark is after a prestige, a player should be able to reach their pre-reset numbers in about 50% to 70% of the time it originally took them)

The issue is it's hard to test the progress for later runs since it can start varying a lot based off the player activity and it's likely that the numbers will start exploding off the charts. I know that's the whole point of incremental games but is it possible for that to ruin the game or will it be fine since numbers scale pretty much infinitely?

The other option would be to nerf numbers, which could just end up making the game feel unplayable, so I'm leaning more on just letting it explode and let the players run with it

reddit.com
u/Automatic_Echo_7701 — 7 days ago

I need help with the skill tree icons in my incremental game

I'm not very skilled at pixel art, and the skill tree icons in my game look terrible right now. Where can I get icons for free or for a small fee? How did you create your icons?

u/Electronic_Basket756 — 10 days ago

What do you think of this way of showing an upgrade's cost relative to available money?

Each upgrade icon has a bar next to it to it, showing the cost as a proportion of remaining money.

Attempting to solve a bit of a frustration I have with some incremental upgrade trees, where I end up having to hover over all the upgrades to determine the cost, as costs differ by orders of magnitude, so you will have upgrades that cost 1% of your money mixed in with ones that cost 90%

Still getting some confusion from playtesters about this UI feature (albeit a few don't have much incremental experience) - so wondering if it is coming across clearly, or if anyone has suggestions for how to make it clearer?

u/AlexColemanDev — 11 days ago

Your incremental gamedev tips?

Hi everybody? Care to share some of the lessons you learned while developing your incremental games? I'm having tunnel vission with mine and I really need to fresh up my mind somehow. <3

reddit.com
u/oluwagembi — 11 days ago

Balance

Hey everyone,

I’m making my first incremental game and wanted to ask other devs (and players) how you usually approach balancing these kinds of games.

I’ve got a lot of programming experience, but basically no game design experience, so figuring out progression and pacing has honestly been way harder than the coding itself.

Right now I’m trying to understand things like:
- how fast progression should feel
- when upgrades should start slowing down
- balancing active vs idle play
- prestige/reset pacing
- late game scaling
- avoiding one obviously optimal strategy

One thing that especially confuses me is testing balance in incremental games, because it feels like you only really understand if the balance works after investing a lot of time into the game. Player testing sounds complicated for that reason alone.

So I’m curious:
- do you mostly use spreadsheets/math?
- simulations?
- accelerated test modes?
- player feedback?
- or just lots of iteration and vibes?

And from the player side:
what balancing issues usually make you stop playing an incremental game?

Would love to hear how people here approach it, especially from devs who already survived making their first game

Thanks :)

reddit.com
u/jachana — 12 days ago
▲ 4 r/incremental_gamedev+1 crossposts

Looking for feedback on my Prestige Menu

Hello!
I am an indie developer working on my idle fishing game. I made this prestige system which, although i am pretty proud of it, i am looking for feedback to juice it even further!

That's where i need your help : What do you think of it? How could i juice it more, or even what do you dislike about it?

Every feedback is welcome and very appreciated, thank you!

u/Background_Dust_8410 — 11 days ago

Is it bad design to have penalties/negative effects in an incremental game?

Curious what your thoughts are on this. Do you think it is bad game design to have any sort of penalties or negative temporary effects in an incremental game? Such as negative multipliers generation of a material or something when you screw up. What do you think?

reddit.com
u/Rooshirum — 12 days ago