comments for Untitled Incremental Game
sort: go backSome feedback/bugs:
The 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
overclock + double shapes per click = inflation. yea.
Dear AmazinDood, there is a mistake in your game. When you Prestige, the cost for everything resets, but it does not show that it resets until you buy something. This is a very easy fix; all you have to do is copy the code you have in your "buying upgrades" segment of your code, (Or whatever it is that you call it.) and paste it into your "Prestige" segment. (Or whatever it is that you call it.) This would be a much appreciated fix, despite it being a small one. Would you please fix this issue?
Best Wishes,
Ultimate_Grinder
developer response: thanks for telling me, it should be fixed in the latest update
Idk if anyone here experienced this too but my shapes and gilded shapes became NaN which seems to be infinite cash
developer response: ??? what did you do before the glitch happened? can you submit a github issue so i can help you?
Lol, the basic function of clicking the button to make initial currency doesn't work. How do you even play this game then?
developer response: yea sorry fixed in the next update
Overclock kinda gets out of control very quickly. Even before the first prestige it's possible to get an insane number. If you prestige while in overclock, the timer doesnt reset and it's possible to have a negative cooldown which can only be fixed by refreshing. I hit infinity shapes before 5th prestige so I wasn't really able to play any of the paintings content. Overclock seriously breaks the game before you can play with the content. Lower the overclock max substantially make an upgrade to increase that cap using gilded shapes or in paintings.
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
if you encounter the bug that makes the game unplayable when you first enter it, try doing a hard reset first, it fixed the game for me
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
can nan if you type in any letters
developer response: whoops
can't allocate astral shapes
Huh, I tried pressing button then pressed prestige bc I had shapes for that then I went NaN for gilded then as i pressed generate shapes went NaN. Until I hard reset.
Accidentally reloaded the page. Think I'll wait for an update that has saving.
developer response: @everyone saving is now a real thing
now i have NaN gilded shapes too
Lmao, no save. Waste of time to play. Very boring anyway, since there's no automation. Way too much clicking. Even using the Enter trick, it's still so slow.
developer response: i would prefer if you gave some constructive criticism, like eyerhymes' post
Calls me a cheater for holding down the enter key :(
reloaded to correct prices after prestige... got rekt
I didnt get far in this game because i was busy doing something for a couple hours (not even past prestige) but i came to look at the comments and theres no saving. I was like "oh thats fine) but then i see theres no import or export file.🕴
Bug not included in eyerhymes huge message that I found: You can convert a negative amount of Glided shapes, effectively giving you +999999 Gilded shapes -999999 Astral shapes and have a huge multiplier from Glided shapes, with no validation of the end result after the negative conversion amount
developer response: sorry about that, it's fixed now :)
would be nice for a buy max
WARNING : there is NO SAVING feature. I've tried reloading the game because of the game's price being wrong after prestige, and.. yeah, back to start. Only play if you're planning to go all the way to the end.
developer response: sorry about that :(
your stats are saved to localStorage now