An incremental game developed over several months.  There were several games that *almost* had what I was after, but the one I yearned for didn't exist.  So I made this one.  It is a puzzle game, but you can brute force it if you really want.  There shouldn't be a point where you are grinding a specific skill for more than a few runs.

Current playtime of 2-6 hours.  This is the first game that I've put out for other people to play, and there is a good deal more content planned to be added.  Very early alpha, expect bugs and broken saves.



Published 13 hours ago
StatusPrototype
PlatformsHTML5
Authorgrogathar_games
GenrePuzzle
Made withGodot
Tagsalpha, Incremental, merge, slow

Comments

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Whelp, I communicated with the orb. It didn't say anything.

My positive feelings for the game rather drained by the end, I hate to say it, but I credit that to the incomplete nature of the current stage I suspect.

Oh, and there's no way to interact with rifts, no way to make more coins?

Is that the end-game?

I have 5 spin-forges and they still feel almost completely useless. I merged military-Epsilon with military-Epsilon and they just deleted themselves. Formation-Breakers don't seem to do anything. Military doesn't go into the drop-pod?
I'm so lost. It feels like the game is broken.

Nice game! I was also confused by the merging of rounders, but since it's a puzzle game I wouldn't say tooltips are the silver bullet. The commenter that mentioned tutorialization might have the right idea...

(6 edits) (+1)

i enjoy this game a lot so far, though i also 100% agree that not enough hints were given on merging rounders, on right clicking spinforge etc... by the way what is this automation gear ten pack supposed to do other than require resources and then spinning for some moments? oh it created gears i can pull onto actions, alright got it. 
also why does the gear on collect alpha disappear after some actions?why is the way to open the book by double clicking and opening the spinforge by right clicking? just make both double click
that next zone button is quiet hard and getting the spinforge formation is way too much grind. who wants to grind 250metal by stopping at the right timing on finding asteroids and then move the formation to mine them each run for 10runs or so?

spinforge formation=spinforge no2? wow that was a waste of resources and effort

it also feels like one is punished to experiment with rounders as the costs in the shop increase more and more :/

after throwing all my zetas at propulsion, which left me devoid of any time in my future runs......i decided to stop playing. communicating or destroying or whatever, but regrinding those rounders is something i abhor way too much to keep playing. 

conclusion: i think this is a great game already and it will be even better in the future. it needs some more fine tuning though and more explanations and really something to make this rounder grind more bearable

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As some other people have hinted at, this could really do with some clearer tutorialisation/indicators on how rounders work. I thought the game was really boring and uninteractive until I looked at the comments and saw that I could merge and drop them.

Also I think time should stop when something new pops up (or at least have that as an option). If I'm meditating and I get a charge on "Collect Alpha" then I want to use that charge before time runs out rather than continue meditating.

Finally I think that the button layout could use some work, the layout shifting around when new buttons appear isn't great in my opinion.

That's supposed to be some constructive criticism, having fun with the game so far.

(+2)

Merging rounders is good for a while then bad? 1+1=2.5 (+25%) 2.5+2.5=5.25 (+5%) 5.25+5.25=10 (-5%) 10+10=17 (-15%) Why am I being punished!

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Since you have limited slots for rounders, merging at higher levels is still going to increase the max amount of extra time you can store. It's just that merging the lower levels is super efficient and you should do that first until you run out of space.

Edit: higher level rounders also give more xp when dropped on a skill. Gamma = 65 xp, Delta = 165xp

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i would still call it good due to the constraint of only being able to have a limited number of rounders

(5 edits) (+2)

Ooh, this seems interesting. I'm gonna add onto or edit this comment every once in a while as I go through this, if I have anything to mention. 
   To begin, unless I just missed it, there seems to be little to no indication that you can merge the rounders to enhance them. This resulted in me spending a while at the beginning of the game with only 5 reds, requiring more manual intervention & decreasing exp potential. 

   Addon 1: The Propulse action removes the wait & perceive actions. While this does imply that it is eventually able to be used as soon as you begin a run, the action does not list that variable unlock requirement (as opposed to meditate, showing both ways to have it appear).
   Additionally, I've had a 'spinforge' for a while. It does not explain what it can be used for. The same goes for formation shards and metals, though I think I just haven't gotten enough of them to unlock any related actions.
 - So, I just right clicked the spinforge. On accident. I've been brute forcing my way through to the third area. The spinforge allows you to spend time turning currency into things, most importantly  *automation*. As it turns out, you are not supposed to be doing all of this manually.

Addon 2: Meditate is not quite as infinite as stated...

(+1)

Yeah, that could be a lot more clear.  I plan on adding a tip system that pops up after a player is at a progression gate for a while.  Thank you for playing, and the comment!

(+2)

Oh! If I hadn't seen this comment, I would never have guessed I could do that.