
But I ended up just clicking buttons fairly randomly. I have been pointed to some incrementals where choices matter, Sharky Clicker, for example. But I personally have never really understood the concept of strategy in incrementals. I do realize that not everybody wants that from an incremental. On a philosophical level, for me many idle/incrementals are not about strategy, but about the dopamine of seeing the numbers grow and clicking buttons. I am not encouraging you to continue playing, because this is clearly not your kind of game, regardless of what comes next. You can see in the Guide that there are different modules and they are not all the same. But as a result you might get some harsh comments.įinally, there are additional mechanics that open up. I prefer that than working on something for a year and then doing a big release. After working on something for weeks, you sometimes want to release at least some playable version.

A lot of us are independent game devs that are doing it in their spare time. I love the fact that it's simple and doesn't require the user to constantly click on everything or have many things going on. This is deliberately made as a more idle game, one you can play at work, for example. If you played Machinery or a Billion Bananas, most of my games actually do all that. It's basically repeatable upgrades, but it's not all that fun or strategic to interact with either and I imagine the rest of the content will follow a similar pattern. There's also the lack of shiny graphics or flavor text, but those aren't necessary if you add fun mechanics.Įdit: unlocked the tower of mages after 2 and a half hours of playtime. (Well you do get the messengers, but the production is so slow that it doesn't contribute much). Now imagine playing cookie clicker without any of those things, and also building production is 10x slower, and you get incremental fortress. Later, some production boosting minigames Golden cookies that appear every 10 minutes or so Many very efficient upgrades (that are available early game)

I'm not saying this should become a generic clicker, but as an example, consider how cookie clicker makes things less tedious and more fun: Nothing but buying more creatures and waiting 8 minutes for 1000 extra seconds of production makes for a very dry experience. Honestly it's still really slow and it could use more things to do.

You do get 10,000 your current rate, but only when you defeat enemies. As some players have noticed, Messengers give you 1,000 times your current rate. I would like to thank the player Blackbear for the idea.įixed info in the Guide. The game is meant to have a slow arc, but everyone has a point regarding the slow start. Changes include:Įvery new player gets a 1,000 of money to add a bit of fire to the furnace.
INCRELUTION UPDATE
The update is non-breaking, everyone's saves are compatible. "I hope so! It definitely might buy us some time!" That way they can immediately hire a Human and get the rate to 1 per second." The wealthy Lord Blackbear has agreed to provide every new player with a 1000 money upfront. "Not to worry! I've consulted with the elders. "I'm afraid not! And the people have spoken!"
