comments for Saving Incremental Games
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Entropy donator • 2026/04/01 April 1, 2026 +36comment score: 36
every single person complaining that this is itself a nodebuster clone or agreeing with the "point" that the genre is "oversaturated" not only did not finish the game i would argue that they did not even engage with it
Player attacking the boss lacks visual feedback. When normal enemies are attacked, they are knocked back, but bosses are immune to knockback. I suggest adding some animation for hitting boss.
developer response: Fixed in hotfix 1!
Are this placed at random crystal gain node doesn't work :(
developer response: Fixed in hotfix 1!
Loved the game!
Bonuses to coins and crystals do nothing, so if that gets fixed i'll give it a 5/5 :3
Bonuses to coins and crystals do nothing, so if that gets fixed i'll give it a 5/5 :3
developer response: Fixed in hotfix 1!
I cant beat the final boss because my ai got too high and now every movement sends me across the map
Enjoyed this up to the final stage, but got stuck after clearing most of it and having so many speed upgrades and so many allies pushing enemies around that I can't find the boss to kill it. Everything is so far apart that I can't see anything on the minimap including where I am. Every now and then one of those yellow shield lines appears, but never for long enough to follow it to an enemy. Enemies are approaching 1e11x stronger and counting so I guess maybe I'll eventually die when their range gets enormous enough - unless they get pushed farther away faster than they scale attack range lol
would be nice to have A) some failsafe to prevent the minimap from becoming useless (maybe fix a maximum zoom scale and then just have arrows at the edge telling you how far enemies are if they're too far to fit?), B) some outer bounds to the level to prevent yeeting things hundreds of screen distances away, and/or C) an abort level button somewhere. And maybe to tune the AI allies so they are less prone to pushing things endlessly in one direction and making levels harder to complete. A way to recall them to their spawn zones or my location would be cool.
(also fwiw the balance tuning on those guys seemed odd, they went from nearly useless and too slow and fragile to do much of anything to trivializing everything in like 1 or 2 runs once I got a critical mass of upgrade speed and upgrade strength buffs)
would be nice to have A) some failsafe to prevent the minimap from becoming useless (maybe fix a maximum zoom scale and then just have arrows at the edge telling you how far enemies are if they're too far to fit?), B) some outer bounds to the level to prevent yeeting things hundreds of screen distances away, and/or C) an abort level button somewhere. And maybe to tune the AI allies so they are less prone to pushing things endlessly in one direction and making levels harder to complete. A way to recall them to their spawn zones or my location would be cool.
(also fwiw the balance tuning on those guys seemed odd, they went from nearly useless and too slow and fragile to do much of anything to trivializing everything in like 1 or 2 runs once I got a critical mass of upgrade speed and upgrade strength buffs)
This game — its not just good, its (insert buzzwords here) -Totally_a_human. OK in all humanness this is a great game! i liked the and the pacing is great too!
ai 👍
gen-ai 💀
gen-ai 💀
The game is pretty funny. The last stage reminds me of the GOTTA GO FAST type gameplay Path of Exile has. nice finish
I've been avoiding gen-AI tagged games like the plague and I'm glad they're at least marked as such on here, but god they're starting to oversaturate this site.
After playing through the whole thing, I quite liked it. The WASD controls are a bit slow and clunky, and , but I enjoyed the game and I enjoyed the message at the end.
developer response: I made AI upgrade speed more expensive 😈
A lot of small strangenesses that feel like it makes this game a bit grindier than other games in the genre, and not all of them are ones I'm sure are intentional. The . A lack of a damage-reduction stat and the sharp scaling of health max's cost means it feels like getting hit twice in a row (something that can happen just by two enemies touching you simultaneously) is a death sentence, but that may be on purpose; forcing you to kite around very purposefully instead of attempting to facetank anything or end up on a timer of 'took too many hits total' while regen makes single hits spaced out effectively nothing.
All in all, a clunky entry to the genre, but its clunkiness feels almost important to the game's message. (I don't know if you actually hate nodebusters, they're fun for me personally! And there's a few that I've tried on galaxy here that feel nice!)
All in all, a clunky entry to the genre, but its clunkiness feels almost important to the game's message. (I don't know if you actually hate nodebusters, they're fun for me personally! And there's a few that I've tried on galaxy here that feel nice!)
uhhh apparently the minimal doesn't tell where the enemy from 1000 km away because I can't see where something to destroy is
does not scale properly, even with fullscreen or zooming out
gosh darn nodebuster-likes clogging up my feed
The crystal gain booster upgrade doesn't seem to do anything.
developer response: Fixed in hotfix 1!
would be cool to actually see where the boss attack hitbox is, a lot of the time the boss will be across or even off screen and ill be taking damage
It would be nice if there was some visible effect indicating that the player is attacking. I was very confused for a while.
developer response: I've added that for the boss in hotfix 1. Hopefully the knock back is already sufficient for the rest
I don't get why this is really tagged nodelike, it's only vaguely similar, and it really makes paperpilot look bad from the game list!
Honestly a fairly decent critique of the incremental niche with a very good message. Thanks for sharing this with us!


















