Woah, thank you so much for checking out my game! Great to see you were able to keep the video paced nicely considering the idle nature of the game! Appreciate the feedback, and love the channel!
You should make an incremental, lets try playlist for everyones sanity. Just so we can check back in half a year when i finish the ones i am playing now. Also, take a look at groundhog life and unusual idle life.
Outside of the font choice needing more attention (some fonts are not easy to read at smaller sizes), it has a nice charm to it. I do agree with the idle/incremental speed and information offered being important.
Is it possible that the "overflow" is more: "A couldn't fit item, so A left it." Then "B found (previously found and left) item." Either way, I'd agree with more details in what's going on.
there is a slight issue with the crafting system, if you set it to craft 10 of an item but don't have the required items to craft it the game will just go through the motion but nothing gets made
I imagine you must get the question a lot at this point, but would you be interested in doing a video essay on Incremental games and their mechanics as to what makes one good/interesting? I am personally planning on developing games in the very near future, and have a huge amount of ideas I find fascinating to try and evolve into games however I find myself reluctant to start due to a lack of inspiration on how to translate them into actually fun mechanics!
@wanderbots that's awesome! I've been watching for years now, and I know you are incredibly busy with so many things. Keep up the awesome work you've been doing! Your content is one of the few things on this platform that doesn't get old.
I haven't gotten through your video yet, but I wanted to comment on what you said in the beginning about rewarding active play by speeding the game up. I run into a bit of a design issue with idle games where I have to ask... at what point are you incentivizing people using auto-clickers a bit too much? My concern is that, while I want people to play actively and make progress that way if they want, and it would certainly be faster, it should not be something that's so significantly better that you almost feel foolish for not tricking the game into thinking you're active all of the time. This is not related to any particular game, but I did want to say this is a bit of a hurdle sometimes, and I wonder if the game being sped up while active would accidentally tip the scales too far. Yes, people who play actively and people who use auto-clickers will always be at an advantage, but my caution is strictly not making the overall advantage so good that it's almost annoying how much slower you are if you don't do it. What do you think about this?
Well, best example I can think of to 'discourage' autoclickers I found in MicroCivilization. There's an "orb" to click for resources (also accepts holding a button for some anti-RSI), but clicking builds up 'heat' and too much heat makes your civilization get a higher chance of having disasters strike. Fair bit of leeway until it starts warning you, but does punish excessive clicking. Sure, there's ways later on to either build towards a more active playstyle with faster clicker cooldowns etc, or embrace the idle nature and pretty much disable the orb entirely... or go the middle road for other bonuses. But I did enjoy that inclusion of the 'heat' mechanic there.
Wander, if you want a real fun and short incremental game, give Barry's Time Adventure a shot! I managed to finish it in just over 2 hours, and once I hit the second part the comedy really kicked in and it just kept giving me laughs. Part 3 was just joke after joke, and every one of them was a banger.
Scrivener - www.literatureandlatte.com/scrivener/overview It's my main writing program of choice, as I can have multiple documents, drafts, notes, etc... all in one file and organized how I want. It's immensely useful for writing blog posts, reviews, novels, notes, and TTRPG adventures.
Incremental survival game? You might wanna check Increlution (if type it correctly), but you get faster at doing things. Im enjoying incrementals, and most of them, you get faster at thing, process, idk or get more by completing process, /combined, not seen many with durability and reduced incremental durability. So for example axe to chop tree cost 10 energy, each axe have 100 dur, later with ups 8 energy, and might be 7,45 energy to chop due to mastery, prestige or permanent str, etc. But i never seen like now u use 0,419 durability per chop. I would like see more thoughts about it, or nearest game as example ever related to this.
In this case I don’t see a problem with it. He is making a video, if nothing is happening then the video is uninteresting. He wants to keep the video interesting.
I grew up modding the hell out of Morrowind and cheating with moon gravity in Tony Hawk. If an experience isn't quite what I like, I will try to change it.
I'd kind of understand your point if he was trying to _actually_ cheat, but he was just trying to increase gamespeed a smidge so the intro isn't a fucking slog, which is the problem I have with just about every single idle game I've ever tried; the "Hurry up and wait" problem. Before you get any actual automation, you can't turn away and do something else while you wait, because the wait times are like 30 seconds, but you only have like 3 buttons, if that, to press which takes like 2 seconds. So, you have to stay glued to the game as you have to micromanage the resources or button cooldowns or what have you, but then there's nothing inbetween. It's like watching a movie in 5 second bursts, with 30 seconds between each burst where you're just staring at the paused movie. I think idle games would be better served by having it actually be idle/automated from the jump, or give something you can actively do to contribute in those waiting periods. One game I think handles this okayish is Trimps. You pretty quickly, even on the first run, get automation set up and by the second or third run you basically skip the setup to automation.
Woah, thank you so much for checking out my game!
Great to see you were able to keep the video paced nicely considering the idle nature of the game! Appreciate the feedback, and love the channel!
I was not expecting Rusty's Retirement hahahaha
It's my go to when it comes to filling space on a screen. Plus it's so easy to manage.
I am loving all the incremental games. It's getting me on my computer to just keep loads of tabs open. Thank you, sincerely Wander!
You should make an incremental, lets try playlist for everyones sanity. Just so we can check back in half a year when i finish the ones i am playing now.
Also, take a look at groundhog life and unusual idle life.
You mean like this playlist: th-cam.com/play/PLVmM0UVcquYJnc_dQHGKXD6EVzudryx07.html&si=I75UywXV_2HtCH05
@@wanderbotsI knew it had to be somewhere but TH-cam wasn't really showing it to me regardless of how I sorted. Thanks.
seconding groundhog life :)
It looks interesting, but it needs a darkmode really bad. Sadly not sure I could play it as it is.
There is a darkmode! It's in settings
@@lonelyfrontier8159 awesome! I will check that out then. Thanks for the info!
Outside of the font choice needing more attention (some fonts are not easy to read at smaller sizes), it has a nice charm to it.
I do agree with the idle/incremental speed and information offered being important.
Wrynn didn't give overflow items to the others since he wasn't level 4 yet.
49:30 Especially if you're a Runescape player lol
The evil mind parasite sea slugs come to mind immediately when I think of a sea slug nowadays lol
"I'm just a guy, man."
I feel you Wander, I feel you
Is it possible that the "overflow" is more: "A couldn't fit item, so A left it." Then "B found (previously found and left) item." Either way, I'd agree with more details in what's going on.
there is a slight issue with the crafting system, if you set it to craft 10 of an item but don't have the required items to craft it the game will just go through the motion but nothing gets made
Good catch! I'll throw that on the bugs list
I read monster hunting as monster hunter. But this intro kept me hooked
What they do have in common is that you'll need to hunt in order to get your hunters' better equipment.
I imagine you must get the question a lot at this point, but would you be interested in doing a video essay on Incremental games and their mechanics as to what makes one good/interesting? I am personally planning on developing games in the very near future, and have a huge amount of ideas I find fascinating to try and evolve into games however I find myself reluctant to start due to a lack of inspiration on how to translate them into actually fun mechanics!
I probably will! I just need to find the time. D:
@wanderbots that's awesome! I've been watching for years now, and I know you are incredibly busy with so many things. Keep up the awesome work you've been doing! Your content is one of the few things on this platform that doesn't get old.
I haven't gotten through your video yet, but I wanted to comment on what you said in the beginning about rewarding active play by speeding the game up. I run into a bit of a design issue with idle games where I have to ask... at what point are you incentivizing people using auto-clickers a bit too much?
My concern is that, while I want people to play actively and make progress that way if they want, and it would certainly be faster, it should not be something that's so significantly better that you almost feel foolish for not tricking the game into thinking you're active all of the time.
This is not related to any particular game, but I did want to say this is a bit of a hurdle sometimes, and I wonder if the game being sped up while active would accidentally tip the scales too far. Yes, people who play actively and people who use auto-clickers will always be at an advantage, but my caution is strictly not making the overall advantage so good that it's almost annoying how much slower you are if you don't do it.
What do you think about this?
Well, best example I can think of to 'discourage' autoclickers I found in MicroCivilization.
There's an "orb" to click for resources (also accepts holding a button for some anti-RSI), but clicking builds up 'heat' and too much heat makes your civilization get a higher chance of having disasters strike.
Fair bit of leeway until it starts warning you, but does punish excessive clicking.
Sure, there's ways later on to either build towards a more active playstyle with faster clicker cooldowns etc, or embrace the idle nature and pretty much disable the orb entirely... or go the middle road for other bonuses.
But I did enjoy that inclusion of the 'heat' mechanic there.
Big fan of concept
Flashgames art ♥
Wander, if you want a real fun and short incremental game, give Barry's Time Adventure a shot! I managed to finish it in just over 2 hours, and once I hit the second part the comedy really kicked in and it just kept giving me laughs. Part 3 was just joke after joke, and every one of them was a banger.
You should add subway surfer also Lol
What is the icon on the task bar between obs and discord?
You can see it at 3:11 . It is an app called Scrivener. Never used it though. Appearently it is an app for writers.
Scrivener - www.literatureandlatte.com/scrivener/overview
It's my main writing program of choice, as I can have multiple documents, drafts, notes, etc... all in one file and organized how I want. It's immensely useful for writing blog posts, reviews, novels, notes, and TTRPG adventures.
@@wanderbots I used to use it on my mac all the time, these days I work in Obsidian
Did Win+alt+enter = fullscreen not work?
Aw yeah incremental soup!
do you know "the longing"?
would you consider that an incremental game?
Is there an incremental survival game where the more you build a tool the better you get at building it and the longer it lasts?
Incremental survival game? You might wanna check Increlution (if type it correctly), but you get faster at doing things.
Im enjoying incrementals, and most of them, you get faster at thing, process, idk or get more by completing process, /combined, not seen many with durability and reduced incremental durability.
So for example axe to chop tree cost 10 energy, each axe have 100 dur, later with ups 8 energy, and might be 7,45 energy to chop due to mastery, prestige or permanent str, etc. But i never seen like now u use 0,419 durability per chop.
I would like see more thoughts about it, or nearest game as example ever related to this.
Is this Kingdom Idle Monster?
Not enough mastication.
Hello, its ya boi Incrementalbot
no sundaycrew stream this week wander :-!?
Taking a break for the holidays. We'll be back next weekend.
Wonder what fraternity were you in? 59:35
It was a school specific one for tech interested students, rather than a national group.
Tyftv
Plays game for literally 17 seconds before starting cheat engine... Ever thought that maybe idle games just isn't for you and you shouldn't play them?
In this case I don’t see a problem with it. He is making a video, if nothing is happening then the video is uninteresting. He wants to keep the video interesting.
I grew up modding the hell out of Morrowind and cheating with moon gravity in Tony Hawk. If an experience isn't quite what I like, I will try to change it.
I'd kind of understand your point if he was trying to _actually_ cheat, but he was just trying to increase gamespeed a smidge so the intro isn't a fucking slog, which is the problem I have with just about every single idle game I've ever tried; the "Hurry up and wait" problem. Before you get any actual automation, you can't turn away and do something else while you wait, because the wait times are like 30 seconds, but you only have like 3 buttons, if that, to press which takes like 2 seconds. So, you have to stay glued to the game as you have to micromanage the resources or button cooldowns or what have you, but then there's nothing inbetween. It's like watching a movie in 5 second bursts, with 30 seconds between each burst where you're just staring at the paused movie.
I think idle games would be better served by having it actually be idle/automated from the jump, or give something you can actively do to contribute in those waiting periods. One game I think handles this okayish is Trimps. You pretty quickly, even on the first run, get automation set up and by the second or third run you basically skip the setup to automation.