just found your videos, and as a fan of the style of gaming, this is great. i would love to make my own, but have yet to learn how...or have the time to right now, but this is all good info for whenever i might actually get the chance to make one. Love to make one with lots to do simular to realm grinder or ITRTG or such, simple at first but adds more and more as you play. I look forward to your next video!
This is interesting for beginners, but since I already knew a lot about UI/UX already, it doesn't help me much. I'd love to see some videos on increasing engagement within an incremental game, how to make it less boring, and so on :)
I do have the basic analytics but I haven't paid much attention to them, I have however paid attention to the player feedback and changed some balancing to make the game smoother. I do know that most people stop playing during the start, and I would need to make that more engaging and have more decision making, but I don't really know how.
Yes, paying attention to the players feedback is indeed great and can help you improve the game a lot. Regarding the drop of initial players: if they are the kind of people that say "heck no, not another clicker", I wouldn't worry about them, since there isn't much you could do. If, on the other hand, they are clueless and have no idea what to do, then a (better) tutorial could help, and it would be recommended to do it, as long as it doesn't annoy other players that do know what to do (so it's easy skippable for example)
I heard that you made incremental games. Have you ever thought about making something more similar to an RPG, with XP and levelling up automatically, skills, and skill trees and such?
I have plenty of ideas with one being quite similar to that (although being incremental) but I have very limited time nowadays. My game AD does have skill tree though in the end-midgame.
Hevipelle , please don't be defensive. An incremental game does not need good graphics, or even to have any graphics at all for that matter. Have a look at the classics: A dark room, kittens game, Universal Paperclips. However, if you want to have graphics in your next game, there are plenty of options: work with an artist (split revenue), pay an artist upfront, use free or paid assets from GraphicRiver, GameDevMarket, etc.
By graphics I don't mean pretty pictures, I mean the use of colors and shapes, so the appearance of the UI. I know the basics of it but I don't have much experiences in creating a good color palette and making elements look good.
Hevipelle: then yes, a graphic designer would be more suitable if you want no actual graphics. However, for this style, I think that Antimatter Dimensions looks as good as it could, there isn't much that a designer would change.
is comic sans a good font for a incemntal game
Yes, every graphical designer will love you for it
Of nourse!
a good ui is the one that don't need an explanations
3:34 Increases your a** eating capabilities by 50%
MY FIRST INCREMENTAL.exe.bat.iso.js.css.txt :D nice file naming at 1:09
Your voice is lovely and calming to listen to. You should narrate all your videos.
Thanks ^^
I'm not telling you my Reddit username. I won't be able to comment again.
By the way, where *is* Flight MH 370?
(From your AMA thread)
Last I heard it was in Shrek's Swamp and he was using it as a toilet.
That's an appropriate euphemism for "possibly Australia".
just found your videos, and as a fan of the style of gaming, this is great. i would love to make my own, but have yet to learn how...or have the time to right now, but this is all good info for whenever i might actually get the chance to make one. Love to make one with lots to do simular to realm grinder or ITRTG or such, simple at first but adds more and more as you play. I look forward to your next video!
1:03 *Triggered*
Gimme excellent incremental games that I won’t quit really fast
Clicker heroes
Antimatter dimensions NG+++
This is interesting for beginners, but since I already knew a lot about UI/UX already, it doesn't help me much. I'd love to see some videos on increasing engagement within an incremental game, how to make it less boring, and so on :)
I guess I kind of tackle this on my first video, but could be made into more in depth video
You speak English great, I have no idea what you were talking about in earlier videos.
Also, do you implement analytics in your games? If so, based on data from your players, what did you change and what was the impact?
I do have the basic analytics but I haven't paid much attention to them, I have however paid attention to the player feedback and changed some balancing to make the game smoother. I do know that most people stop playing during the start, and I would need to make that more engaging and have more decision making, but I don't really know how.
Yes, paying attention to the players feedback is indeed great and can help you improve the game a lot.
Regarding the drop of initial players: if they are the kind of people that say "heck no, not another clicker", I wouldn't worry about them, since there isn't much you could do.
If, on the other hand, they are clueless and have no idea what to do, then a (better) tutorial could help, and it would be recommended to do it, as long as it doesn't annoy other players that do know what to do (so it's easy skippable for example)
alternatively, some gamers aren't as crazy as us to enjoy incrementals.
Great Video
you gave me swarm sim spoilers now im angery :((99(
I heard that you made incremental games. Have you ever thought about making something more similar to an RPG, with XP and levelling up automatically, skills, and skill trees and such?
I have plenty of ideas with one being quite similar to that (although being incremental) but I have very limited time nowadays. My game AD does have skill tree though in the end-midgame.
this is a truth
you know SO much about incrementals, yet the one you made looks like a piece of soggy bread compared to the others :(
I guess there's 2 reasons for it, I'm not a graphical designer and I have to fit the game in a 1050x800 window for kongregate.
Hevipelle , please don't be defensive. An incremental game does not need good graphics, or even to have any graphics at all for that matter. Have a look at the classics: A dark room, kittens game, Universal Paperclips.
However, if you want to have graphics in your next game, there are plenty of options: work with an artist (split revenue), pay an artist upfront, use free or paid assets from GraphicRiver, GameDevMarket, etc.
I agree with this guy.
By graphics I don't mean pretty pictures, I mean the use of colors and shapes, so the appearance of the UI. I know the basics of it but I don't have much experiences in creating a good color palette and making elements look good.
Hevipelle: then yes, a graphic designer would be more suitable if you want no actual graphics. However, for this style, I think that Antimatter Dimensions looks as good as it could, there isn't much that a designer would change.