I made a 10 min, physics-based incremental game about a black hole
I made Event Horizon for Lease for The Very Serious Juniper Dev Game Jam, and I thought I'd share it here. Let me know what you think!
AI Disclosure: No AI used whatsoever.
I made Event Horizon for Lease for The Very Serious Juniper Dev Game Jam, and I thought I'd share it here. Let me know what you think!
AI Disclosure: No AI used whatsoever.
It's still a pretty short experience and early days but I would love to see if any of you enjoy it and want more! If you're interested I dropped a link below: https://maxpre.itch.io/mushies-demo
AI disclosure: I do not and will not use AI art for the promotion or assets within the game. I did not use AI to generate this post, my only use of AI is the occasional help from autocomplete tools or Claude for questions as it has effectively replaced stack overflow.
Hivekeeper — bee-keeping idle game, looking for honest feedback
**AI disclosure:** This game was built with heavy use of generative AI (Claude, by Anthropic) — both the code itself and a lot of the iterative design/balancing decisions were done through AI-assisted development.
Hivekeeper is a bee-keeping incremental: tap flowers, grow a hive economy, price your own honey on a market, and manage a hive-health system that punishes neglect. There's a mission arc that leads into a late-game twist I won't spoil, plus a prestige loop (Royal Jelly) for repeat runs.
Playable here: https://monkonline.nl/hivekeeper-game/
What I'd really value feedback on:
- Does the difficulty curve feel fair anywhere it shouldn't (there's a raid mechanic tied to how greedily you price honey — tuned it a lot but I'm too close to it to judge)
- Is the first couple minutes clear or confusing (no tutorial)
- Does the twist land
Genuinely want this torn apart rather than just "nice game" comments — that's what I'm here for.
I’d like to make an incremental game, but I don’t know which platform to use. Any advice?
Hi everyone, I am starting to make my first game and my wish is to build an Incremental game.
Does anyone have any advice or stuff that they do or do not like to see in incremental games?
I am at the very very beginning of my journey and I am keen to learn and open to suggestions.
Thanks 🤍
Hey everyone, hope you're doing well!
I launched my Steam page yesterday for my game Crazy Bird Hunt (Steam Link). If you were as obsessed with Moorhuhn as I was back in school or even at work, I think this game might be right for you! 😄
I've been working on it for the past six months. The full release is planned for later this year, with a demo coming this summer.
If the game looks interesting to you - wishlist now!
Thanks a lot, and see you around,
Schlexii
Let me start by losing half of you by saying I don't actually have an issue with AI used in development.
AI can and should be used in healthy ways.
At first I was really against the way the community responds to AI.
But over the last few months I have (mostly) quietly been watching from the sidelines and my perspective has shifted in a rather significant way.
I do have an issue with a lot of the posts here and I don't think these guys realize quite how bad their AI made games really are.
I consider myself a bit of an expert when it comes to incremental UI & UX.
I have been working on this type of game for years before AI was a thing. As part of considering myself an expert I freely admit that there are many ways I could improve a lot of my work too. but here are some of the ways that I like to go about making sure the experience feels good even outside of mechanics themselves.
It's important to have the following
How many of these things sound like the last AI game that was posted?
Let's talk about clones.
I don't have an issue with taking a mechanic changing it up a little and using it in your game with other mechanics mixed in and your own story/balancing.
I myself have used mechanics from the start of antimatter dimensions and seen great success with them. The difference is I didn't just make a carbon copy.
If you're going to make just another fucking mining game bring something unique to the table. I'm not even saying that mechanics are the only way to do that, Write a cool story to go with the progress, Paint a shitty image yourself.
I've posted before and said I only use it for the code in my games but I am noticing that just sounds like an excuse to everyone after reading through all the lies of some of these devs who go it was used just for the code. Like no it wasn't we can see the artifacts in your image gen. We can see the double layers in your panels, we can see the stupid left side weird brace looking things on productioin panels that looked good in like 2 niche scenarios and definitely doesn't belong in your game. we can see the weird vector iconography which slightly aligns with the intent and absolutely does not scream unique currency.
Use AI in your work for all I care. BUT FOR THE LOVE OF GOD FOR EVERYONES SAKE please please please do a second, third, and fourth pass BEFORE you give it to testers, then do a fith, sixth, and seventh before you release.
Just becasue you can build and release a game in a week doesn't mean you should.
My games have taken me multiple months to make, even the short ones have taken over a month.
I've shortened that down dramatically with AI but iteration and making something good that flows cannot be done in a weekend.
Put in some god damn effort.
Rant over.
I'm a fan of incremental games and would love to find some with good longevity and nice graphics. I've played a lot of games like *NGU IDLE*, for instance, but over time, that particular art style wears me out. Any recommendations? (On Steam)AI Disclosure Statement: let my post bro.
Hi guys, I'm working on a seafood management incremental and wanted to share the 2D prototype I made to test out the game loop.
Right now, it's a cozy pixel art game where you scale up from your single starting fisherman who is beachcombing by grabbing crabs and other seafood on the beach to automating a whole seafood supply chain, hiring fishing boats, running a restaurant with chefs/waitresses, and buying upgrades.
I have put a lot of stats for each character and right now there are no max limits aside from employee max counts.
What i find is that getting coins is too fast and after you unlock restaurant if you don't hire the staff for it and do it manually yourself you can get a decrease in your reputation as you need to juggle between the online store where we sell seafood order and the restaurant.
The end goal is to build the main game in 3D, but I wanted to release this 2D concept first to make sure the core incremental mechanics and upgrade trees are actually fun and balanced before scaling up the scope.
If you have a few minutes to give it a spin, I'd love to know:
Here is the itch io link: https://elitehawk.itch.io/seafood-tycoon
Appreciate any feedback or suggestions!
AI Disclosure Generative AI was used in the making of this prototype. Specifically, I used it to generate some of the 2D pixel art sprites/characters to help build out the prototype faster while I focus on testing and balancing the core mechanics for the main 3D game.
I’m curious about those moments in idle/incremental games where something just clicks naturally, without the game needing to explain it with a tutorial.
Maybe it was the first time prestige made sense, or when automation finally felt necessary, or when a resource loop suddenly became obvious.
What game gave you that “ohhh, now I understand” feeling?
What was the mechanic, and why do you think it worked so well?
It's Pong, but every block you smash is a fake "investment" that funds upgrades
to smash more. Play too greedily and suspicion rises, so you cash out (prestige)
before it collapses and start a bigger scheme.
Active incremental: you're on the paddle the whole time, but the upgrade/prestige
loop is all there. Demo runs ~15-30 min to the first prestige wall. Looking for
feedback on whether the active loop holds up and where the balance drags.
itch: https://indieoffshore.itch.io/pongzi-scheme
AI Disclosure:
Most of the code and the vector/SVG art were made with an AI coding assistant
(art is drawn as code, not generated images).
Audio is synthesized in-engine. In-game text is mine; translations are machine-assisted.
Check out Debtbound on Steam :
Hey!
I've been working on an Android idle game inspired by Bitcoin mining.
Instead of traditional gold mines, progression is built around increasing hashrate, upgrading mining hardware, rolling affixes on rigs, hiring workers, and optimizing your setup for maximum output.
I recently redesigned the store assets and would love some honest feedback.
Give a try thanks!
https://play.google.com/store/apps/details?id=com.carnagestudio.idlebitcoinmining
Just to be clear: this is only a game. It does not mine real Bitcoin.
Generative AI disclosure: The idea for the game, core mechanics, balance, and overall design are all my own work. I used Google Gemini during development as a coding assistant to help speed up implementation. Some of the visual assets and promotional graphics were created with the help of AI tools.
Hey everyone, I recently made a small browser incremental/clicker game called Corporate Clicker: https://corporateclicker.com/
The basic idea is that you click your way through a career as a lawyer, banker, or consultant, buying upgrades as you climb the corporate ladder.
It’s very lightweight at the moment, but I’m trying to work out whether the core loop is satisfying enough to keep building on.
I’d really appreciate feedback on:
Happy to return feedback on other incremental games too!
AI Disclosure:
I’m not technical, so I used generative AI to help me code the game and implement the browser version. The concept, gameplay idea, theme, and direction are mine.
hello im at ^^3 help me
It's a tiny game, about 4 hours long ... thought it will be another basic time killer but it was actually really fun.. I highly recommend it :)
I 100%'ted it :))
King in the mountain is a incremental minnig game with dwarfs :D
AI disclosure: No generative ai was used.
Hey everyone! 👋
After months of evenings and weekends, I finally shipped my game Just Loot to the App Store.
The fun part? The entire game is built with React Native + Expo.
I originally considered using Unity, but decided to see how far I could push React Native instead.
The game includes:
• ⚔️ A real-time combat simulation
• 💎 Procedural loot generation
• 🎒 Inventory & equipment system
• 📈 Infinite progression
• ✨ Animations with Reanimated
• ☁️ Supabase backend
• 📱 Native features like Sign in with Apple, haptics and Game Center
It’s been a surprisingly great experience building a game with React Native. Fast iteration, a great developer experience, and sharing code across platforms has been a huge win.
I’d love to hear from anyone else who’s built (or is building) games with React Native. What worked well for you, and what challenges did you run into?
https://secondintelligentworld.itch.io/around-the-cosmos
Hi, everyone. This is a prototype of a game I've been building for a while.
AI-disclosure:
Coding is 99% written by AI (I'm a developer and I've manually corrected some, but if anything is wrong, I will simply direct it to correct it in a way I would've written it), but every corner of the game is original including art, text, game mechanic and direction. Music is royalty free track used under its free license.
EDIT: All the issues raised by kind playtesters have been resolved! Would appreciate further feedbacks :)
EDIT2: Fixed game pace based on feedback, and vortex mechanic!