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neat

(+2)

That was really fun!  I finished it quickly, but I had an enjoyable time with it!  I really like the feedback loop of improving the production lines.  I also really like the fact that you help the nearby village and do everything in your power to assist them, instead of soullessly conquering them, like what seems to happen with a lot of these types of games. 

Thanks for the kind words so far, folks. I've now completed open-sourcing the game; link in the description!

(+4)

Things I didn't think I'd be saying before starting this game:

  • "OMG how many plucking crows do I need here?"
  • "What a terrific story!"
(-5)

Incremental mechanics implies an increase in the price for each subsequent purchase of the same item/building/unit /upgrade. There is nothing like this in the game, so it is not incremental.

(+2)(-1)

Here, have some wood and clay you can use to build a gate. You look like you want to gatekeep.

(+2)

Incremental mechanics just implies that the 'currency' of the game increases incrementally (and generally exponentially) there is nothing wrong with the price of the buildings remaining the same price and there are other incremental games that do the same thing. Any sort of game that has a feedback loop like this can be considered an incremental game.

(1 edit) (-2)

Ok. Let's take any classic RTS. C&C, Warcraft, Starcraft, Age of Empires, Warhammer 40k, etc. They have, for example, workers. You buy one, he gets some kind of resource. You buy the second one, he gets the same amount. And no matter how much you buy them, their price does not change. The same mechanics apply, for example, to barracks. If you build one, it releases one unit per minute, if you build two, there will be two. If you have built 200 and the units are running like a machine gun.

And now I have a question for you. In these games, everything is exactly as you described. Show me at least a few cases where classic RTS would be called incremental?

And those cases when games with mechanics, as they were called incremental here, were most likely guided by the same misunderstanding of mechanics as you. After all, we have tactical strategies now - and nothing. It's the wildest nonsense in terms of dividing into genres, but who cares?


Update:

And more. The exponential growth of the "currency" is exactly what incremental mechanics is designed to get rid of. Because the constancy of the price of currency producers is precisely what causes the exponential growth of the currency. And since the prices do not change, the game ends almost instantly.

But if prices for currency producers grow exponentially, then the increase in currency is more or less constant, which means the game is progressing smoothly and players do not lose interest in it. 

In fact, what you are talking about is the exact opposite of incremental mechanics. The effect that it was invented to get rid of.

(+1)

Love it! Tweaking production lines is fun and it's giving me just enough bits to turn it into an interesting story in my head!

That's really cool to hear. I was hoping that people would be able to do that with it!

(+1)

I love the concept, really addictive to play. Keep up the good work :D 

Oh, thank you! This was really fun to make. Glad you're enjoying it!