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IGTAP: an incremental game that's also a platformer

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developed by

developed by Varii

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completed

125 ratings

rated 4.4 stars, 125 ratings.
unityactivehours2dsingle-player

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.

steam

latest update


June 7, 2026

  • course 5 integrated into main progression
  • platforming physics reworked
  • additional prestige layer
view all updates

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newest comments


JanexTheHero1 today
+2comment score: 2
It's actually pretty cool that I figured out you can climb all the way up the ending tunnel using , but then you still have to go back down because of the animation trigger thing!
JanexTheHero1 today
+2comment score: 2
Very nice! I didn't, however, like how you are just stuck in the tunnel after you finish the demo. When you try climbing out, it just forces you to fall again. fun though
JanexTheHero1 today
+1comment score: 1
Section 5 is a bit of a difficulty spike compared to the previous ones, don't you think? I'm not sure I could even get below 25 seconds.
weeeb May 31, 2026
+3comment score: 3
im so bad that i cant even get to the 2nd section of the game thank you
IliKeIncRemEntals May 30, 2026
+1comment score: 1
ok, nevermind about my second complaintish? the intermission between saving and leaving is kinda annoying. anyways yippee!

top comments


ColorfulGreyGoo February 22, 2026
+12comment score: 12
Normally, I'm not really a fan of demos, as they typically leave me feeling unsatisfied, and likely unwilling to purchase a "full" version of the game. This game breaks the mold in a way that I quite like. The platforming is fun, and the core loop of the game is pretty interesting. Had lots of fun doing the left-most course backwards (as there exists no way to switch the polarity of the blue/red spikes in the demo, i believe, but you can get over the blue spikes in the starting area to find that course), as well as optimizing my times in the other ones to make my clones even better. There seems to be a bug that I was able to use (naturally) where sometimes, when you run a course and die, then restart the course and die soon after, it will send you to your most recent spawn point (usually near the end of a course) using this, I was able to get a time of 6 seconds on the 3rd course, which normally should not be possible (even with air jump).
Over all, really loved it, can't wait to see more (or a full release that I'll gladly purchase)
WYXkk February 22, 2026
+5comment score: 5
finished the demo. I wonder is course 5 possible or locked by ability. it seems I can't do the first jump, unless I find the red-blue switch or get another air jump.

developer response: course 5 is not really part of the demo, the "end demo" upgrade box would usually be where you swap the blocks.

Termt February 22, 2026
+5comment score: 5
Kept getting the sticky keys message on Windows, though I've turned it off now.
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.
uden February 24, 2026
+4comment score: 4
Great concept of game. Works as a really enjoyable platformer and idle game, and I usually don't really like precision platformers that much. The controls are responsive and tight. There's also plenty of forgiveness with jump/wall-jump timings if you miss a ledge or two. It's also nice how you can complete the game with little platforming skills since the checkpoints are so frequent but at the same time you're rewarded for going out of your way to cut down times and find all the secret bonuses.

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.
JojoRakadan February 23, 2026
+3comment score: 3
...a speedrunning incremental. This was something I had to check out, so I grabbed my controller and gave it a shot. Level three was a bit annoying to optimize, but OH BOY was that child's play in comparison to the second segment of level four. That segment took me too many tries to figure out. It didn't help that if sounds fire off too quickly you [i]don't hear the death sound[/i] and even might be a bit confused when you manage to dash your way back INTO control only to warp back to the checkpoint (or start of level).
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.

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