Interlude - WEEK 6 : How to make a good game?


[DEVLOG] Week 6

Contents

  • How to make good games (things I did wrong)
  • Analysis of incremental game mechanics
  • Patch notes for week 6


After the first month, time to reflect...

...and ask the question: How are good proper indie games made?

Currently, I am working on A Dark Forest - a prototype incremental game inspired by  "a dark room".

What I've realized in the past five weeks, is that I made some deadly sins along the way...

Deadly Sins Of Game Development

I. 

A Scopeless Son

I have started working on this project with no plan in mind - the scope of the project was never defined.

Every week I am winging it and just developing random parts.

This is fine at the start as I'm still pretty new to game development and learning, but in long term it is not efficient and will lead to bad consequences...

The following video made me reflect on these things.

II. 

Undefined Paths (Lead To Hell)

A picture tells a thousand words...

III. 

Blindness of the Damned

When developing anything, crucial information is knowing what defines the genre and the standards.



Interesting Incremental Game Mechanics


A useful read for the classic incremental games: Math of Idle Games.

As I'm trying to prototype an incremental game, it is time I taste some examples in this genre. I went out and played some incremental games to get a feel of what makes them good.

Here are some interesting game mechanics I found.


Max capacity 

Adding max capacity to encourage resource spending and avoid unimaginable numbers seems to be a good thing that was done well by Kittens Game & Trimps.

  

Time until next upgrade

Another thing done well by both Kittens Game & Trimps  is a time display of how long will it take to unlock the highlighted upgrade, a neat quality of life feature.

  

Offline simulation

Interesting mechanic done by Trimps is that it simulates the time spent away when you come back as if you were here all the time. This blends really well with it's idle battle system.

  

Prestige 

The best prestige system I have seen was done by Exponential Idle, a godly recursion of prestige on top of prestige mechanics ...

  

Story

The  Exponential Idle also implements a thematic story that makes you curious and want to taste more.

  

Infinite content 

A game that seems to never run out of content is NGU Idle. Despite having paint graphics, it is worse than a crack addiction, but in a good way. (Don't do drugs.)

  

Minimal UI

The NGU Idle and  most of the games so far have a very basic graphics design, which lets the developers invest more time into new features. The player base of these games seems to enjoy the pure content and not mind the minimalistic looks of the game.

  

Automation 

A small but very nice thing that MinuteQuest does is the auto-leveling system that distributes your points upon level up. 

A similar thing is present in Flame Forged where you can auto-assign population based on your current ratio of assigments.

  

Synergy of Game Mechanics 

What makes MinuteQuest more special, is the sheer amount of different items and their combinations that you can apply to your character, giving you many unique abilities and builds. This has spawned dedicated guides and articles exploring optimal builds and strategies among the player base.

For example, you can specialize your gear for XP farming or Gold farming or Boss slaying, ...

 

Balance  of Playstyles 

Incremental games come in shapes of idle's and clicker's. Striking a perfect balance between both playstyles makes Clicker Heroes a cult classic.

  

Progress Visualization

Visually changing environment based on your progress is a neat gift Boba rewards you with.

 

RNG

Adding even more addiction to an already addicting genre... seems foolproof? Say hello to 100% !


Other

Some more great incremental's that I still want to mention:





A Surprise Discovery

It seems IncrementalDB has an active community of incremental game lovers.

As soon as my game was added there, it got a bunch of new visitors!



What's next?

I guess we will see... next week.

Will I learn from my mistakes, or... ¯\_(ツ)_/¯


Patch Notes

Content

  •  add more dialogue to cat npc (choices matter)  
  • make cat npc clickable
  • add a secret fart sound trigger 

 Balance

  •  add free flint and fiber event for early game

 Quality Of Life 

  •  add population increment settings (1, 10, 100, 1K, ...) 

 Visual 

  •  change order of buttons on forest tab 
  •  change to format particle numbers same as resource numbers 
  •  make experience tracker blink blue

 Bug Fixes 

  •  fix display of large negative efficiency

 Technical

  •  add max integer limit checker to prevent overflow 
  •  add backward compatibility for older game version save files

Comments

Log in with itch.io to leave a comment.

A great comment feedback I got on another site:

"Don't just base your experience on NGU, city builders and mobiles. Flame forged is a good game for me not because of it's city building, but because it has a story and a good triple P or PPP (personal power progression). Some (many) people use this platform to search for cultivation game Gems. They are rare, but immortality idle is one of those."

by Cipher

(+1)

Hello, these are good incremental thoughts and work... You can read something like this https://melodicambient.substack.com/p/living-in-the-relational-playworld to escape the youtube videos, and can also consider posting to our main website https://galaxy.click!!

(+1)

Nice read! The game is still early prototype - not sure if I'd rather wait a bit before starting to actively promote it (e.g. posting on galaxy.click). Thanks for the links.

(+1)

Hmm, not sure that a itch.io web game (exported from Godot) can be embedded at your main website. Will have to investigate.

(+1)

From what I can tell itch.io has a quirk with what happens when you update the game which breaks the reference to it on galaxy in a way that hasn't been fixed yet... if you can get github pages working on your source code that is what others have done, hope it works out they are going to have more advanced feedback and greenlight features soon at least. you'd be taking a leading role for active game development on there at this point which would be cool but yea anyways