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Oct. 17, 2018
Suggestion 3: As others have noted, a static background image and/or an animated road that you're travelling that shrinks as you "grow" would give a good visual feedback to the end user, and give even more of a sense of progression. I also wonder about a "stamina" system, allowing you to run instead of walking as a more active play style than the current idle. ...Of course, with all these suggestions, we're talking quite a few hours of development.
Developer Reply
Thank you so much for all these suggestions. All very helpful and many have been incorporated! Still need to re-evaluate the distance currency, but will probably tackle that after my vacation. Thank you again!
Suggestion 2: The automatic prestige takes away part of the magic of an incremental game. It's a different user experience between the two scenarios: currently, you come back after idling to find a popup, and that you've already been reset. In the alternative, you come back after idling to find out you have enough to purchase the reset, and perform it manually. You could also extend the prestige reward benefits across more prestige levels, enabling players to earn more prestige rewards the longer they wait before having a child and continuing the legacy.
Suggestion 1: I would recommend reworking "distance" as a currency. If you have all items cost "money," it allows the user to decide their build between two branches of the tree. Regardless, while it makes sense to spend "money" to buy something, it doesn't make sense to spend "distance you've travelled," as that isn't tangible. If you're against "single currency," you could instead have the various tiers cost a number of the previous tier as a secondary currency.
Really like the concept. I've been playing for a couple of hours, and find it fairly interesting.
Feb. 02, 2017
Interesting take on the idle incremental genre. Love the fact that there are multiple upgrade paths. Definitely adds some spice for the power gamer.
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