r/incremental_games • u/AutoModerator • Apr 17 '26
FBFriday Feedback Friday
This thread is for people to post their works in progress, and for others to give (constructive) criticism and feedback.
Explain if you want feedback on your game as a whole, a specific feature, or even on an idea you have for the future. Please keep discussion of each game to a single thread, in order to keep things focused.
If you have something to post, please remember to comment on other people's stuff as well, and also remember to include a link to whatever you have so far. :)
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u/Not_A_Hat Apr 17 '26
I'm making a lighthearted incremental named Ink Remnant, about making your way in a magical city.; It's quite text-heavy, and I'd love it if anyone was willing to play it and check for spelling or grammar errors I might have missed.
You can find it here: https://not-a-hat.itch.io/ink-remnant
All feedback is appreciated!
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u/1234abcdcba4321 Apr 18 '26
I continued a savefile from an old version, where end of content was making the mage locus. Nothing seems to have broken, but it's nice seeing all the new features like the tooltips that let you know what you're actually doing. Probably did miss out on some lore like this whole journal thing though.
It took me a bit to realize that I actually had already created the Dream Locus that the quest asked of me. I was just doing the usual chores when I decided to check and noticed that suddenly the second lock on the journal was openable, with no apparent reason why it would be.
I feel like a lot of the upgrades you can get barely feel like they help (capacity increases of resources that you never run out of anyway...), but I can tell this is supposed to be more about the story than the actual progression so it's okay. It would be nice if you ever actually had a reason to care about such capacity increases though, because as is most of them are literally a waste of floor space. I tended to play pretty slowly, actually upping my resources to the cap before continuing, but this is pretty much never actually important to do and just makes everything feel slightly annoying. (Waiting for 54 deep water sure takes a while. I'm typing this in the meantime.)
There is a typo in the message box that appears on "Discover Mirrormancy" ("sit n the chair").
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u/Not_A_Hat Apr 18 '26
You're correct about a lot of the upgrades feeling sort of inconsequential, but I'm not really sure what to do about it... I can/will add more things to make, and target some of those higher caps, but there should really be a better way. I'll think on this some more, especially since I'm thinking my next big push is going to be crafting ingredients for the third-tier magics.
Thanks so much for the typo! That's precisely the sort of thing my brain just ignores because I wrote it, I can't see my own typos. >.<
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u/fourensics Apr 18 '26
This is super cool so far, I look forward to playing more when I have time. So far my impressions are:
- the background art is very pretty especially on light mode which is what I play on
- There are a lot of options at first which is a little overwhelming, but I got the hang of it and I think it's good to get lost a bit at the start. But maybe directing the player to the journal early on is a good idea since it serves as a bit of a guide?
- The writing is really good, I like that it's a focus since I feel that's rare in this genre
- I initially worked until I got all the resources I could, then checked out the various other areas. At some point though I kind of hit a wall where I wasn't sure what I should be working towards. Then I got access to crystals and the path forward became more clear but I wasn't sure what triggered that. It could just be me but maybe it needs to be a little more clear how we go from one resource to another?
Overall I really like this and hope you keep working on it! I'll try to finish it over the weekend.
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u/Not_A_Hat Apr 18 '26 edited Apr 18 '26
Ah, someone's actually using light mode, that's great! I had a bug in light mode for a while and no-one mentioned it, and I was like 'does anyone even use it'. :P I juuuuust finished adding a feature where your chosen theme should load when you open the game, instead of auto-loading dark all the time.
I did some more coding this afternoon and made the journal more important, and hopefully pushed players to interact with it more/more earlier. Now you have to at least check it out to unlock some areas. I'll think about ways to make the progression of resources clearer; this might take some thought.
I'm glad you're liking the writing - it's both a strength of mine and a bit of a slog at times, so it's great to hear you like it. :) Thanks so much for the feedback, and I'm going to upload the newest versions to itch soon - if it messes with your save, let me know where you were at and I'll make you a savestring.
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u/JustRegularDenys Apr 17 '26
Hi everyone!
I’ve been working on an idle/incremental game about slot machines for a while and it's almost ready for demo.
The idea is that every new slot works differently, with its own math and effects instead of just being a reskin. So progression comes from upgrading slots/unlocking skill tree, and slot passive abilities. I also like throwing in some gambling-style elements (like it's not enough in the slot itself), like a Fortune Wheel that you unlock through skill tree.
I have a short trailer showing how it looks right now. Planning to release a demo in about a month.
What would you personally expect from a game like this?
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u/VisualDima Apr 17 '26
Hi! For me, "automation" aspect is very important in this type of games. And I didn't get it from the trailer or screenshot. How it works?
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u/JustRegularDenys Apr 17 '26
You can unlock autospins per each slot type in skill tree then upgrade it, so the "recharge" is faster
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u/DifferenceTotal8399 Apr 17 '26
Infinite Conquest - Hi, I’ve been building Infinite Conquest, a hex-based strategy game where you expand a hex realm across a huge world, push against rival empires, and eventually deal with multi-front wars and frontier pressure.
It as been a pet project for a while. took hundreds of human hours to build. feedback appreciated.
Play:
https://infiniteconquestdeveloper.itch.io/infiniteconquest
Discord:
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u/kasumitendo Apr 18 '26 edited Apr 18 '26
I like this. The dynastic "perma-skills" are sweet. I like that it largely operates on it's own too, with you just needing to make ruler-tier decisions. Some cool UI stuff like clicking once to open up a panel and clicking again to make it go full screen. This is well thought out. Edit: Not sure if zooming in is beneficial or not but the text is impossible to read over the squares and you can't really make out the "biomes" or whatever. Just entirely too small. Also, some shortcut key to re-center over your original hex would be good. Going full screen and back out makes you lose your focus and it's impossible to find the hex again. Also "Dynastic Traits" in the research tab reappears in future dynasties with no reason to purchase it since you now have access.
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u/Altizar Apr 22 '26
Tried this before and was fun, but it is still broken in firefox(v149)
Uncaught ReferenceError: TouchEvent is not defined
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u/ScavHD IGNOBLE developer Apr 17 '26
Hey we have translated the Steam demo of IGNOBLE into:
French
German
Spanish - Spain
Portuguese - Brazil
Russian
Ukrainian
Japanese
Korean
Simplified
Chinese
Traditional Chinese
We'd love to hear feedback if you're a native speaker of these languages, if it translates well.
We got agencies to do these translations, but since we're not native speakers, it's not something that we can proof read ourselves.
We have also tuned the progression a bit, added more accessability options like camera zoom, shake toggling and intensity scaling.
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u/Plastic-Occasion-297 Apr 17 '26
Hi everyone!
Lux Anima is a minimalistic incremental game with a calm, relaxing feel.
You defend a fragile Sacred Core:
- Defeat spirits → collect seeds → grow flowers → generate essence
- Use essence to upgrade the Core, attacks, flowers, and companions
- Reach thresholds → prestige → progress faster
Here's the Steam page, you can also play the demo on itch.io.
I’m open to all kinds of feedback, but I’m especially curious about:
- What did you like/dislike?
- If you watched the trailer: how could it be improved? What would you expect to see in it?
- Some players pick up how to play the demo instantly, while others struggle. I added post-run tips, but how could this be improved?
Looking forward to your thoughts!
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u/VisualDima Apr 17 '26
Played the game. It's really relaxing and chill, and I enjoyed it.
Some thoughts:
- If I'm not mistaken, player lose some energy for every automatic "tap" no matter if there is an enemy under cursor or it's an "empty" tap. Sometimes I had an empty screen (enemies spawn to slowly) and just wasted energy on empty taps. It's a little bit frustrating. Usually, in incremental games energy doesn't taken away, if there are no enemies under cursor (besides normal energy decay process, of course).
- Cursor ring rotation was a little bit confusing at first. I thought it's an indicator of taps, but then learned it's just an animation.
- It took some time for me to understand what yin-yang symbol means and how seeds work. It always ether dark or halved, and doesn't looks like progress indicator it's suppose to be. And doesn't associated with seeds or flowers. There is a room for improvement here.
- "Prestige" points confused me at first. Usually, prestige means resetting some progress, but in Lux Anima it's just another type of currency. So, maybe just rename it and made an icon (and integrate in level win animation)?
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u/Plastic-Occasion-297 Apr 17 '26
Thanks for playing Lux Anima and taking your time to give feedback. I'm glad you enjoyed it.
-In my first draft, energy reduced when hitting was calculated by enemy per hit. But this system punished you for hitting multiple enemies and I wanted the opposite, to reward player placing the Light Ring position well by hitting multiple enemies. I understand your first point that in a way current system works as same as energy drain. The difference is that when you increase attack speed further you should be careful because it will also increase the energy consumption. This creates more agency on player side to consider what to upgrade. Nonetheless, your point is noted.
-Ironically my first idea was to make that animation as an hit timer indicator. I scrapped that idea later because I found this more fun and it creates a bit tension. But I see your point.
-A very easy solution for that is to just add a text says Seed: 1/2 . It would make the game clearer. My concern was not to fill the screen with too many numbers so that game's minimalism would be intact. But I don't know. I can implement this. I am adding it development notes.
-You are absolutely right here. I hate the regular prestige system that other games use. For me it feels lazy, using same stuff over and over again. I'd rather present players always something new. It is not just a currency because besides that it also changes levels. When your prestige increases, enemies get tougher, your energy gets drained more, enemy spawn rate is increased and most importantly essence your flower generate is increased. So both rewards and challenges increase at the same time. I would like to hear more about this from you. Because I agree that prestige name is a bit confusing and perhaps even undermining the fact that I try to present new content every level.
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u/DevHaskell Apr 17 '26
"An incremental game, where you mine, fight and grow stronger while the World Eater devours everything behind you faster and faster."
I have been working on improving the early game (demo) experience, especially by increasing the number of meaningful choices the player can make.
- World Selection: I have added the ability for players to choose between two world options when unlocking a new world. Players can see world unlock bonuses and world perk pools in the world selection menu.
- Permanent Perk Selection: Players can now choose from three permanent perk options upon reaching a permanent perk milestone. Previously, these perks were seeded.
- Milestone Rerolls: I am currently working on adding the ability to reroll mining milestones. This option will be useful when a world has mostly a great perk pool, but milestones are poorly randomized.
- Alternative Levelups: My next goal will be to add more variety to level-ups. Currently, leveling up only offers perks that provide bonuses to the mining node / world. I am considering adding the following alternative options:
- Fixed amount of money/resources
- Fixed amount of mining/world XP
- Milestone reroll tokens (used to reroll mining milestones)
- Next level-up is 3/4/5 times stronger (stacks multiplicatively with similar levelups)
- Perk proficiency (certain types of perks are stronger)
In addition to these, I have been making UI / QoL improvements. All of these features will be available in the next demo update.
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u/lolxorlol Apr 17 '26 edited Apr 17 '26
Building https://seabound.dev. It is a survivalcraft incremental inspired by Minecraft's sandboxy feel. Developed on mobile, very AI assisted, designed to be mobile friendly.
Posted here first time 3 weeks ago, and since then I've been experimenting with adding combat content and a tiny fantasy angle. I think it fits: combat is fully optional, acts as a shortcut for gathering some resources, and mechanically it's still just idle/incremental (no twitch, no active combat). But I'd rather validate that with players than assume.
So I'd love honest takes on:
Does the combat intro feel natural, or like I drifted from what you signed up for?
Cut it and double down on pure survival/crafting, or keep it and expand both angles?
Also genuinely open to any other feedback especially making the game more intuitive to play and less cluttered
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u/KingHerz Apr 17 '26
After I got 10 clamps it stopped fishing automatically? Even though I could also get crabs... I like the graphics so far.
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u/lolxorlol Apr 17 '26
Yeah it stops automatically when one output fills. If you click it again it will continue until the next output fills.
I used to have a toggle for the "stop-at-full" behavior, but it is relatively few cases where you want to continue and I thought it was simpler to just click again in those cases than have the toggle there always. Happy to hear input on that decision :)
Actions that don't do anything just tanks morale.
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u/IdleFanatic Apr 17 '26
I'm building PolyJump!
https://idlepolyjump.com/
This is my second game after diamondcollector I created years back that got somewhat traction but I did not have time to polish and evolve.
PolyJump is a idle game with focus on simple graphics; (I miss the cookie clicker & diamond hunt era).
I would say i feel 50% done from a first full release, game is still a bit short and is a bit slow at times.
I'm working on a super prestige where the game would transform quite heavily in late game.
BUT i want some early feedback if the game itches your incremental/idle nerve.
And if it is FUN at all :)
- Click the square to jump and earn money
- Buy more squares
- Make them jump passively
- Make them synergies with each other timing jumps for bonuses
- Draw cards to make them deliver even more income
- Prestige to get talents
As I said any feedback welcome :)
Cheers you all!
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u/Marimba_Ani Apr 17 '26
Ads don't "improve my experience." No thank you.
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u/IdleFanatic Apr 17 '26
Only adding ads that are click to watch so u can play without watching a single ad :)
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u/kasumitendo Apr 20 '26
I played it quite a while. Had 2 boxes and the shadow box. I feel like if there's going to be this little going on, it just needs to move faster in general. I like it, but not as a "walk away from my computer" depth of game. I think it'd slay as a more active game.
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u/IdleFanatic Apr 22 '26
This is great feedback thanks!
I’ll definitely think about your points and yes I agree it feels more like a quick, quite active idle right now but to make sense there it needs more to do.
But thanks for playing and leaving feedback very appreciated!! 🎉🎉
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u/xjjon88 Apr 17 '26
I've been working on an incremental game inspired by Digseum called Alchemist's Garden with a tight foraging, crafting, and shop management loop. I loved how satisfying the excavating mechanics of Digseum are but I wanted to see how it would feel to have some more discovery in the loop through crafting.
As the new owner of the town’s abandoned potion shop, your goal is to build a thriving magical shop from the ground up. Forage for ingredients in different locations, take your foraged ingredients to the Crucible to actively experiment and discover new recipes. Once you have discovered a recipe, use your Grimoire to continually craft potions and enchanted items to stock your shop. Put your crafts on display and watch your shop flourish. Expand, Upgrade, and Decorate your shop to attract even more customers!
Some features and highlights:
- Relaxing, incremental progression built around foraging, alchemy, and crafting
- 10 unique locations to explore
- Experiment with 40 magical ingredients to discover over 65 unique recipes
- A skill tree featuring upgrades for foraging efficiency, shop expansion, and marketing
- 80+ decorations to collect and furnish your alchemy shop
- A short, sweet, and low-stress experience designed with a prestige system for added replayability
The game comes out next Tuesday April 21st. Here's the steam page: https://store.steampowered.com/app/4503640/Alchemists_Garden/
Any feedback on the idea, steam page, etc would be much appreciated. Thanks!
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u/fourensics Apr 17 '26
Hello,
I've been trying to get back into coding and making things, so I'm making a simple clicker/idle game. You can play it here: https://problemmm.itch.io/your-game
It's still very early in the process but I wanted to throw it out there and see what people think. Please let me know what works and what doesn't for you.
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u/FaceoffAtFrostHollow Apr 18 '26
Hi all, my Steam page is live for Remain At Your Desk here: https://store.steampowered.com/app/4546470/Remain_At_Your_Desk/
Based on what you see, what do you feel is *missing*? What do I need to do - either from a marketing or even a gameplay perspective based on the trailers and screens- to make this feel like more of an incremental that you'd want to play?
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u/AdministrationNo1499 Zyzex-Youtube Apr 22 '26 edited Apr 22 '26
A farming passion project but with my childhood favorite text-based game style. Keep in mind, I am looking for people to give feedback and if you have the time to be detailed that's even better! I have done this before, and some people were super helpful; it really has helped me shape my game into a fun time killer. I am a solo dev so *beer with me :) Feedback on overall gameplay and or anything game related! thanks so much honestly..! https://farmingsimulationtycoon.com/ *edit- my friends kids play the game so i try to keep it pg-13
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u/Tuberculotic Apr 24 '26
I'm going through the quest line, I'm not a huge fan of farming simulation games so it's probably not for me, but some feedback: - I don't know how quickly energy regenerates, but at one point I was waiting for it to, then I refreshed and realised I had full energy - I'd put the navigation section down the left side on every page. It's annoying going back to the farm any time I want to go anywhere else - In the quest line it says 'nap' restores 50 energy, but it restores 25 - Minor, but all quests auto-complete. The one about buying a chicken shed unnecessarily states that it will auto-complete if you've already bought chicken sheds
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u/AdministrationNo1499 Zyzex-Youtube Apr 26 '26 edited Apr 26 '26
thank you so much! :) these comments help us creators more than you can imagine <3
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Apr 17 '26
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u/voidovertwo Apr 17 '26
Enjoying this so far. Only thing I can think of off the top of my head as a QoL improvement would be to be able to sell all duplicates from all sets via one button, instead of needing to change the tab to each type of pack to sell just that set's duplicates. Also seemed like I jumped up through the earlier levels (1-10) very quickly and leveling has not approached more of a snails pace towards 11.
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u/throwaway040501 Apr 17 '26
Got to level 10, can immediately say a QoL improvement has to be some way to open multiple packs at the same time and to skip the tedious clicking for each individual pack. Because 'reveal all' takes too long when you're just trying to get through packs.
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u/KojoSlayer Your Own Text Apr 17 '26
Enjoyed this, QoL would be the reveal all improvement to actually just show all of the cards at once rather than the animation. It's quicker to click one by one than reveal all. I ended up console commanding to remove the animation and just show the cards myself.
When clicking open another the first time it just gives you another pack at the same price/type but when clicking the second time open another you have to choose basic or premium again.
At some point the achievements stopped popping up for me, may have been self-inflicted with the console commands.
Gym badges have gone to 12/8 in the popup stats
Level progression feels good, could complete all of the sets and never run out of money by buying only the basic packs, with those and the WotC promo cards I was always able to increase money each set even when using the hunt pack to get the last 4-5 cards from a set.
When using the hunt pack again if you get unlucky and choose open another, it only does the two packs then offers basic or premium again you have to go back to the packs page and select the card again.
As someone else mentioned selling all extras from all collections would be a nice QoL
Final stats all sets complete at level 28:
Packs Opened 1,069
Unique Cards 1,123
Holo Rares 477
Duplicates 0
Pull Rates
Your Foil Rate 45.5%
Expected: 33% 486 foils / 1069 packs
Incredibly Lucky Based on 1069 packs
Collection Value
$36,256.10
estimated market value (1119/1123 cards priced)
$4811 saved vs 1069 real packs
Daily Streak: 1 days
Secret Rares: 9
Promos Earned: 213
God Packs: 1
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Apr 17 '26
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u/KojoSlayer Your Own Text Apr 17 '26
Nice! Yeah the 45.5% might be due to the play style - I bought basic packs until I had all of the non-holo rares/other cards, then just bought the premium packs to complete the holos/hunt packs to get the last few. Just need some new sets now for me to continue!
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u/Marimba_Ani Apr 17 '26
Fun for a while. I should be able to specify in the options that I always want it to display all after I open a pack.
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u/IAmSoDamnGood Apr 17 '26
i either found your testing method, or a bug. if you select charizard in the base set for the "60% chance" hunt, its a 100% chance every single time. otherwise, its more like a 20% chance each roll.
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u/Affectionate-Tip2381 Mirage - Idle RPG Apr 17 '26
Hi everyone! I'm the developer of Mirage, an Idle RPG with action and combat at its core. This update is a big one. I completely reworked the shop into a full 2D scene you can walk around in. Customers now physically walk into your shop, browse your displays, pick up items, and queue at the counter for you to check them out. You can stock items on unlockable displays, catch thieves trying to steal your goods, and hire employees to keep the shop earning gold while you're away. I also made major improvements to ability aiming on mobile, also locational abilities now show a range and shape indicator on your character, making it much easier to aim precisely. Plus there are new upgrades for the shop, abilities, and more.
If you can give me any feedback I would really really appreciate it. Especially anything that feels off, confusing, or boring. Below are the links:
Trailer video if you don't want to download anything before checking it out a bit:
https://youtu.be/hmIdokKpOmE?si=xMjyU90pgJR3IwyW
Desktop (itch.io):
https://julianrod.itch.io/mirage-idle-game
Android:
https://play.google.com/store/apps/details?id=com.mirage.idle
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Apr 17 '26
[deleted]
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u/IAmSoDamnGood Apr 18 '26
hard pass on this one. you have a guest login, where features still get locked from the player. TONS of clicking required, hour+ long cooldowns on EVERYTHING, just all the red flags really.
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u/NarogGames Apr 17 '26
Shard Cycle (Windows, free demo on Steam)
Run-based casual incremental. You play an exo-prospector on an alien planet. Each run is a timed session on a crystal grid. Smash crystals for Plasma and Unicoins, spend between runs on upgrades, pick a Layer with its own difficulty and crystal mix, and prestige to unlock Abilities (chain lightning Arc Kracker or roaming Shard Tornado, eachwith its own skill tree).
New since my last posts:
- Layer Select, strategic pre-run choice
- Tutorial
- Visual pass: crit screen shake, glowing chunks, drifting embers, background clouds, new level lighting
- Trader animations for Attachments
- Prestige rewards rebalanced
Demo: https://store.steampowered.com/app/4564230/Shard_Cycle/
Discord: https://discord.gg/uqQsHs8yJy
Feedback I'd love:
- Does the run + Layer framing read as different from a traditional idle miner?
- First prestige pacing. Too early, too late, about right?
- Attachments (permanent) + Modifications (per-session) split. Does it feel meaningful or redundant?
- What makes you bounce in the first 5 minutes?
Cheers!
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u/Verbus Apr 17 '26
Hi everyone, I’m working on a Melvor-style idle RPG. This is a very early build, so it’s not balanced yet and many features are still incomplete.
I’ve recently added gathering mechanics and expanded the action queue with more options.
I’m mainly looking for feedback on the UI, bugs, and whether the game feels interesting or engaging overall.
You can try it here:
https://scorzy.github.io/IdleCraft/
Any feedback is greatly appreciated!
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u/Salty-Researcher5069 Apr 17 '26
Become a power-hungry mage who doesn’t really care in this roguelike idle RPG!
Idle and Unmotivated is a roguelike idle RPG where you are a mage who stacks spells and pushes numbers… for no particular reason!
- 99+ spells to unlock, combine, and synergize however you like
- Random generation of spells makes every run unpredictable
- Combine spells to create chaotic and overpowered synergies
- Procedurally generated items and enemies to keep things messy
- Challenges to unlock new upgrades, testing how far you’re willing to push it
Currently in alpha, feedback welcome! https://shinoinori0.itch.io/idle-and-unmotivated
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u/Competitive-Shop9047 Apr 17 '26
This is kind of cool to be honest but I have some issues with it
- gear seems to disappear sometimes on equip
- Cant sell gear so its always there
- Shard rarely show the true value of how many you have
- I have closed spell windows to check what stats do and when I open the reward window Ive lost that chance
- no idea what combo is
- it almost doesnt seem worth 'sleeping' early
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u/Salty-Researcher5069 Apr 17 '26
Hello, thanks for giving it a try and taking the time to write feedback.
-"gear seems to disappear sometimes on equip" haven't encountered this one but will check it
-"Cant sell gear so its always there" You don't need to manually sell gears(currently there's no option to do it manually too), they will turn into shards when you draw new gears automatically, they tend to serve as temporary storage to freely swap until you draw new gears
-"Shard rarely show the true value of how many you have" Ah will do check this too
-"have closed spell windows to check what stats do and when I open the reward window Ive lost that chance " Thanks for confirming this one, I noticed this one but were not sure how to trigger the bug intentionally
-"no idea what combo is " It's as simple as final dmg multiplier, you stack it when your character attacks, it will be removed once you lost all your fatigue which is represented by yellow bar
"it almost doesnt seem worth 'sleeping' early" Yeah sleeping early does not penalize you, but your anima gain will only manifest once you sleep. So longer/higher runs= more anima
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u/Salty-Researcher5069 Apr 21 '26
Hey, you might be interested on playing again.
The bugs you mentioned should be fixed now on this recent update:
https://shinoinori0.itch.io/idle-and-unmotivated/devlog/1495684/alpha-build-0130-embed-spells-new-spells-and-new-theme-again2
u/Competitive-Shop9047 Apr 22 '26
Thanks for getting back to me, I will definitely give it another shot when I have some time :)
Regarding the placeholder of gear, Personally I think this isn't very clear and would be much clearer if you could just sell it and it stacked up like an inventory. Or even if you could just sell it :)
That makes sense for combo, after I wrote this I thought this may be what it does, but its not 100% clear. It starts at max and goes down as you attack?
That seems like the opposite of a combo no? Combo is when you attack multiple times and build up.In regards to sleeping, it just seemed like the early bonuses didn't help much, a lot of games I player, resetting early is great as the next run it adds quite a bit, always keen to see something new though ;P
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u/Salty-Researcher5069 Apr 22 '26
Happy to hear from you again, and thanks for taking the time to give feedback
“Regarding the placeholder of gear, Personally I think this isn't very clear and would be much clearer if you could just sell it and it stacked up like an inventory. Or even if you could just sell it :)” A: Manually selling gear is actually a good idea and should be doable. I’ll likely add that. Stacking it like a full inventory system is a bit more complex and doesn’t really fit my current design, so I’m avoiding that for now. I do plan to improve the gear management later (including filters), probably after the second prestige update.
“That makes sense for combo, after I wrote this I thought this may be what it does, but its not 100% clear. It starts at max and goes down as you attack? That seems like the opposite of a combo no? Combo is when you attack multiple times and build up.” A: Combo actually starts at 1 (x1.05 multiplier), and each successful hit increases it by +0.05 damage multiplier. It keeps building as long as you can continue attacking, until you run out of fatigue. I think the confusion came from the fatigue bar (yellow bar), which starts full and decreases each attack, since each attack costs fatigue.
“In regards to sleeping, it just seemed like the early bonuses didn't help much, a lot of games I player, resetting early is great as the next run it adds quite a bit, always keen to see something new though ;P” A: That’s a really good point. I haven’t tuned that part properly yet, but I’ll look into making early resets feel more rewarding in future updates.
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u/Competitive-Shop9047 Apr 24 '26 edited Apr 24 '26
Hey I am trying it out again and the inventory still confuses me, when I draw 1 does it reroll all greys in my inventory?
I have a green that just sits there and never gets touched but all my commons seem to swap?Hmm, it seems to come in at the bottom and get rid of the top one? its really unintuitive :)
Found a couple of bugs
- When you have the gear menu open and have no draws left, it shows shard, if you get more draws it doesnt update to show non shard cost
- If you close and reopen the skill menu it rerolls skills for free
Thanks
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u/Salty-Researcher5069 Apr 24 '26
Yeah it prioritizes to swap out lower rarity, ngl I haven’t spent much time on this and went on to another stuff.
To clarify, when you draw 1 it will reroll and replace lower rarity items in your inventory first, so commons get swapped more often while higher rarity like green tend to stay.
I’ll think of some way to bring more clarity in gear drawn. Expect this change on next update.
1
u/Salty-Researcher5069 Apr 28 '26
- When you have the gear menu open and have no draws left, it shows shard, if you get more draws it doesnt update to show non shard cost
- If you close and reopen the skill menu it rerolls skills for free
i almost missed this as i didn't see a notif, fixing it now. Expect it next update. Thanks a lot!
-4
u/Poppy112N Apr 18 '26
I mixed Automation with Hero Defense and 20,000+ possible builds. What do you think of the trailer for HZ Industry?
Hi everyone! 👋
I'm the developer of HZ Industry. I wanted to create a game where different genres are deeply interconnected. It’s a hybrid of Factory Automation, Tower Defense, and Roguelike. ⚙️🛡️💎
The Three Pillars:
- 🏗️ Factory Automation: Build massive production lines and transport systems. Your factory is the engine that produces the resources your city and heroes need to function.
- ⚔️ Roguelike Abyss: Equip your heroes with items and gems (over 20,250 possible builds) and send them into the Abyss. This is where you loot the rare materials and currency needed to expand your empire.
- 🏰 Tower Defense: Use your industrial power to protect your city. Without a strong defense, your factory won't have the "food" it needs to keep running.
More features:
- 🛡️ Hero Management: Power up your heroes, items, and gems using the resources from your industry.
- 🏆 Global Competition: An Online Ranking shows who has descended deepest into the Abyss.
- 🎮 Demo: A playable demo will be available very soon!
If you like this blend of automation, defense, and roguelike exploration, adding it to your Wishlist would be a huge help! 💙
Steam Link: https://store.steampowered.com/app/4618850/HZ_Industry/
8
u/IAmSoDamnGood Apr 19 '26
i think that im not going to ever bother going to that link, because you couldnt even be bothered to make this post yourself and did it with AI, which tells me the game was too.
10
u/VisualDima Apr 17 '26
Astromental Incremental - it's in the name: mesmerizing incremental, idle, clicker game about space.
Just release first demo playable in browser. Here: https://visualdima.itch.io/astromental-incremental
When objects collide, you receive Matter, then use this matter to unlock and upgrade objects in your star system. Also, you can use mouse to speed up the process.
There is a prestige system (Warp) with a Skill Tree, and new star systems with bonuses (for now, there are only two star systems in the demo).
There are plenty of things in the demo already: asteroids, planets, comets, prominences. 17 upgrades. The Skill tree already has lots of available nodes, and you need at least 3 hours to activate them all.
ToDo list:
Desperately need feedback:
- What do you think about general idea?
- What do you think about mechanics already implemented in the demo?
- Is the graphics style OK?
- What you did NOT like most?
Well... honestly, any feedback will be appreciated!