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What are some concepts/mechanics you wish you saw more in incremental games?

This thread is dedicated to sharing mechanics or concepts you’ve found in incremental games that you think deserve more use or exploration. I’d prefer if you limited discussions to mechanics you’ve found in only 1 or 2 games, though I have no moderator powers to actually enforce this so if you really feel like sharing something share it :P

I’ll list some of my own discoveries now.

One concept I’ve been thinking about is the separation of games into loosely interconnected systems with different pacings that run simultaneously. The game that put this thought in my head was Matter Dimensions, which uses a simple implementation of this. The game is active, although while inactive the game also lets you accumulate banked time which can be used to speed up the game. However, the banked time can also be used to purchase upgrades which increase banked time generation. Progress in the main game also increases the gain of banked time. The implementation is flawed however, as there are segments of the game where banked time is useless. (I’d imagine Anti-Idle: The Game probably implements a better and more complex version of this, but I haven’t played it yet.)

Another concept I wish I saw more is the implementation of resource caps in Gooboo. In other games with resource caps, production stops when the cap is reached. In Gooboo, reaching the cap divides production by a factor that increases the more resources you generate. You’re also not allowed to spend more of any resource on a single upgrade than the cap. This mechanic breaks immersion a little, but it greatly reduces the compulsion to micromanage the game caused by resource caps. (Gooboo in general has a lot of interesting design decisions. It implements the first concept I stated, although its most active components are idle compared to what I usually play.)

cardboardempress Global Mod ,
cardboardempress avatar

Proper multi-player support. Where MP is a core part of the game and it's very difficult to play without - I'm not talking a market where players sell resources/goods. This can mean that it's possible that large groups come together to close other players out of the game, but developers have to design around that, and quite possibly design the game to ensure it can't happen.

Game design needs more creativity and exploration, I feel like there's been very little progress at all in the last 25 years. Graphics and music are better, but the core game loop? Same, same, same.

SuperSpruce ,

I think the reason why we don't see much multiplayer in incremental games is because incremental games are very much indie projects, and implementing multiplayer is way harder than implementing most incremental mechanics, in both technical and balancing terms.

cardboardempress Global Mod ,
cardboardempress avatar

I know, and paying for a server on which to host the game adds another level of difficulty, but a girl can dream.

SuperSpruce ,

Not just paying for the server, but even having the technical know-how to integrate the server seamlessly is very difficult and different from most indie incremental game development, which is mostly just JavaScript number crunching and some basic UI stuff.

thepaperpilot Admin ,
thepaperpilot avatar

The loosely interconnected systems part makes me think of kittens game which has the whole religion system that feels like it's own little progression system, as well as gooboo which is funny since you mention it later on. It also makes me think of my own game, Kronos, which is part way through a rewrite but you can check out the TMT version here.

For the resource caps, you might be interested in orb of creation which has a similar system.

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