IGTAP: an incremental game that's also a platformer
Posted February 20, 2026. Updated June 7, 2026. Played 2803 times for a total of 3211 hours.
description
NOTE: save/load only works on the steam version! please download it for the best experience
Amass an army of clones to follow your tightly-optimised path. Generate massive amounts of power to upgrade your production and movement abilities.
steamlatest update
June 7, 2026
- course 5 integrated into main progression
- platforming physics reworked
- additional prestige layer













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Over all, really loved it, can't wait to see more (or a full release that I'll gladly purchase)
developer response: course 5 is not really part of the demo, the "end demo" upgrade box would usually be where you swap the blocks.
While turning that off is simple, might be worth considering moving the dash away from shift in web version? Maybe?
Anyway, I thought the game was an interesting mix of genres. Makes me miss Super Meat Boy (still disappointed in that game's sequel, might play the original again some time soon)
Game could do with a LITTLE BIT more information, and maybe a sprinkling of coyote time.
For example, I have no idea what clone size increase does. Might be a x2 point modifier for that clone, might be something else.
So far this is one of the extremely few demos where I can actually consider paying for it.
Also loved all the little tech you can do in the game. There's the classic dash jump and dash double jump, but there's also a dash wall jump that let's you go much higher (need to wall-jump immediately as the dash touches the wall, you'll go straight up). Upon realizing I could do it, I found it nice that you could make the double jump shortcut in the 2nd course with it (I think it's possible to do the double jump shortcut in the 3rd course too). Would love to see what other mechanics you have planned next.
Love all the secret bonus upgrades hidden across the map. Almost had to tear my hair out getting the highest one on the far right since my muscle memory got used to the wrong timings for the dash wall jump. I also found it nice that you could return to a hard secret bonus that's possible at an earlier stage and tackle it better with a later power. On the other hand, you could spend all your idling time trying to tackle a hard secret to have all the upgrades you need.
One thing I would say is that I think the 4th course should be more obviously sign posted. I instead went directly for the 5th course since I knew there was something there and the 3rd course seemed pretty final to me with the giant statue. It'd be neat to see it as a speedrun strategy to skip the 4th course in the full game, but I think it'd be better not to confuse anyone. I also think it'd be neat if there was a later challenge to do some course backwards. I initially did the 5th course backwards and it's pretty challenging on its own merits.
For anyone curious on how to beat the 5th course (without glitches), you'll have to dash wall-jump on the corner just below the first ledge to the left. With a good double jump, you should be able to get enough height to reach the wall above. The rest up to the first checkpoint is by far the hardest part of the 5th course so don't feel discouraged if you fail it a few times. A fair warning to anyone buying the final upgrade. Your course times will be reset and you'll have to redo all the courses mostly in the dark for way higher Watt gain.
I eventually managed to cut the 30 on level 4 with a 28.18 ... and after enough exploration I also found level five, but you can't even [i]start[/i] that in the demo due to the SMW-like power switch being unavailable in the demo. Wishlisted on Steam.