comments for Untitled Incremental Game
sort: go backThe price UI doesn't reset correctly after prestige, misleading the player about the cost of upgrades.
The text in the buttons is so much bigger than the text for the cost/resource. In general the upgrade descriptions are going to be something the player only needs to read once, while the current resources and costs are the things that they are monitoring to decide when it's time to buy upgrades/prestige/etc.
Not having a minimum/standard width for boxes looks a little cheesy.
There's absolutely no contrast on the generate shapes button, it hurts to look at. In general we could find a color scheme that's a little more coherent. We seem to want to differentiate element types with by color, but then upgrades/settings/paintings and prestige/overclock all share colors which falsely hints that they are in the same hierarchy or family of functionality.
It's always nice to give feedback when something is purchasable by subtly changing the button color, disabling the button if it can't be clicked (again, rather than giving an alert) or perhaps even highlighting the resource that is lacking.
Moving the content to show an achievement banner is both visually irritating and might make players click the wrong upgrade in some cases, which could be frustrating/unfair. We could have the same banner as its own screen-space overlay rather than adding it to the container with the rest of the content.
We can disable user-select for the whole html or body so that dragging over the cost elements doesn't highlight the text.
Using alerts/popups for input and messaging is rather annoying, we could get similar functionality by making an overlay or toolitp div that captures clicks from passing through and assigning the message or input element, then enable/disable that div as needed. That way the style will be consistent with the rest of the game at least. Seeing an alert makes me think something has gone wrong (plus a player can disable them and presumably break the game) .
There's no (easy) way for a player to see how many prestiges they've done, even though it's required info for paintings.
There's a ton of empty space, yet we need to scroll up and down to see all the elements. We could easily fit the various prestiges into a horizontal group and still have plenty of room for upgrades.
developer response: thanks so much for the feedback! this game is pretty old now, but i have tried with my (slightly) better js knowledge to implement as many fixes and improvements as possible! <3
Best Wishes,
Ultimate_Grinder
developer response: thanks for telling me, it should be fixed in the latest update
developer response: ??? what did you do before the glitch happened? can you submit a github issue so i can help you?
developer response: yea sorry fixed in the next update
The main issue is with the scaling of double click and it's interaction with overclock. Double shapes per click's cost scaling balanced in it's relationship to the other non overclock upgrades. Eventually you hit a nice limit and are forced to prestige. The issue arises when overclock goes over +1.6^ this is because 2^1.6 ≈ 3. Once it goes above that, cost scaling is lower than buff given and the numbers scale out of control. This is still a cool interaction but it happens way too early. My suggestion is is to tweak that or gate it in a way that feels rewarding. Here are a few ways you can do this (pick a few and playtest):
- Start with overclock locked as a gilded prestige. Make overclock upgrades cost gilded shards.
- Change the additive overclock upgrade from +0.05^ -> +0.01^. (number requires tweaking. find that sweet spot). Or maybe a formula that gives
- Hardcap overclock to +1.2^ and have a high cost prestige (maybe painting) upgrade to raise that amount.
- Make the cost scaling of the overclock upgrade greater than the buff. if +0.05^ then cost is +1.15^
- Make the cost scaling of double shapes per click scale when above a certain level (eg: if level<50 cost scale 3*level, otherwise 3^1.02^level which comes out to about 20x at level 50)
I don't want to suggest anything else that would take away from the nature of the game. Great job getting local storage working. I enjoyed this game. Looking forward to see what else you have in store for us!
developer response: thank you very much for the feedback! will try to nerf overclock into the ground lol, it was ^1.5 before
though the prestige requirement multiplying by 10 every time i prestige is, imo, unbearable
developer response: yeah sorry about this, it'll be fixed soon
developer response: whoops
developer response: @everyone saving is now a real thing
developer response: i would prefer if you gave some constructive criticism, like eyerhymes' post

















developer response: sorry about that :(
your stats are saved to localStorage now