Autoclicking, I like to do any time there is an 'active idle' section, or if playing the game would just be easier with hover to activate buttons or etc. I essentially use it almost constantly and I don't think it has ever ruined a game for me. There are enough games that do and don't allow it that you'd be missing out more to not use it? I am not sure I would feel much grief to have it taken away, but in lieu of more advanced automation it's allows just a step more consideration for how to idle, which is often being thought about anyway, so it makes sense being such a cornerstone. I don't think general automation would be nearly as successful at this point.
Tickspeeding up, this one again has some games intentionally using it so there must be something to it. Something that's difficult is games, especially represtiges, having lots of varying short waiting intervals. Maybe what happens is in games where you don't 'develop skills' to get faster you are expected to train recognition, and speeding up, of those parts. Extending this to speeding up the entire game doesn't necessarily ruin things, but if you are trying to make the game 'easier' spreading it out is actually advantageous vs 'I can't play it for that long so..' id say is a fallacy. So I would seldom use this hack though again it often basically is in the game. I plan to retry Kittens game which will test that opinion though (playing it normally may train me to less flailing around for any resource disruption and balancing games)..
General console value editing, apart from being less familiar with how to do this, I think it goes hand in hand with reading a games code as a different mode of playing. I am not sure you can exactly ruin a game by doing this, but it definitely creates demand for multiple playthroughs more than the previous two.
Can group it with save editing, which I think is very justified and often used is your save is lost. I still am weary of roblox games just because you can't save edit, even without intending to 'cheat'. (if you can lmk, I want my generator incremental save back ><)
Is this all of them? I can't remember a game being painful to play, apart from when veering non-incremental, but people may have different win conditions. I hope this gives a clear vantage from my intuition of where to put the rails with this, but again it's clear to me as only one perspective to some extent, and I am not someone who collects other people's perspectives per se so have no info to say more.
Am not sure why it didn't save games to the list in this case of only being open for one second. anyway it's only a neat alternative to going through every game, which if was broken down wouldn't be a problem for long. It's working for me like having a priority list that lets small priorities have their time, as well as an incremental list of games to look back on. I didn't guess the take of unfinished games weighing down someone in some way, I don't think we have different feelings but I tend to sideline the games making me feel that way more, and consider strategies like this to chip away at them if that makes sense.
What might you guess is the shift of mindset? I haven't been playing trimps as I think the scripting failed to be incremental, there's no meta resets to it. The paths to progress are super open, but for me the scripting setup you build is less so.(just tweaking it, no encouragement to overhaul it). It may be an effect where scripts can risk deranging you from incremental progress... That's largely how my thoughts stand about it, still need to write about loops..
This week I've been playing some steam games I hadn't previously: (I've made the links be the ones contained in the steam 'play game' button for fun)
the Gnorp Apologue I've been playing Gnorp, and it's a neat case how it mellows being a strategy game by not letting you reverse decisions, and making every such path playable and forgivingly a bit convergent. I started feeling cautious because it seemed that if I used some idle mindedness or early prestiges the game would be over without knowing what happened. I am running at about a prestige per day now though and it's not a issue.
Stuck in Time Have been getting more and more into the loops subgenera although hadn't looked closely at this game. An advocate on Incrementaldb.com pointed to it from playing, the recent the Road not Taken which is excellent, and it's hardly similar but the on boarding worked. In Stuck in time you have to wait for the loops you set up to get to the right place in order to optimize each part, which causes a lot of staring at the screen if you are not careful. In drawing from the grid based approach it's a lot more open world than usual, but the fog of war as ngu is effective despite not being strict. I considered making a topic to see whether drawing the 'loop' mechanic closer into the fold checks out and it may happen.
龙崖 This game Dragon Cliff commonly runs 80% sales apparently and I had earmarked it. What I found to my amazement was a really visually cluttered game that still remained simple by being made out of so many familiar elements, a neat combination. This ended for me when progression started being linked to increasingly specific and esoteric gear modifiers, but thinking of it as such a direction to shift into I'll likely be back to try and follow it as I suspect it's properly incremental.
Have also played a ways through Incremental Fortress 1.0, my strongest impression is this game is really funny. I was starting to get bogged down in the amount of gambling you end up doing and thinking like, why is there no automation for this, so I tried just avoiding it more and progressing which seems reasonable and what does he do? with just a rhetorical quip a second gambling suite is introduced, and I was all for it. Really the quip was just a joke because the second one replaces the first and is more powerful, but the whole game is like this. I'll reach being more in depth upon being closer to finishing but I feel like it's of the best, it even has dragons!
I replayed an old game the Battery of Demonin, which ends abruptly to be clear. Someday I may replay Dodecadragons but possibly not, it's weird.
Have been trying to get good at scrying youtube for incrementals, and found this, which isn't what I had in mind but okay. Definitely a quantity over quality example, yet I don't think there is anything seditious about it, but it is very weird, maybe somewhat useful.
This week I have still & exclusively been playing Super turtle idle, and my time with it is winding down for now, while I posture for 100%. With the game now being ver 0.47, this was my 3rd time playing. However, it seems the dev likes to show off ambitious UIs, and claims the game is only currently a 'shared web experience', which manages to bode well for me. It is the UI's that set this game apart, each one is beautiful or at least evocative. In a pleasing way, for this happens to resonate with me, they give off no semblance of coherence.
In a similar spirit, I am not sure what is going on with my Trimps gameplay. For I slowly turn jaded about the 3 minute wait each day for the idle time to process. I think however, what I found magical about the format remains so. This must be a long long games thing, where the progress feelings mellow out, for the original expressive motivation to shine. Usually I would move on to another game, but with this one showing me what it is to work on something for so long it's something special. In the end though, that the game can be played so idly does not excuse my not calibrating all the mechanics to overcome challenges. I maybe forgot that it is like a weird language learning class that I signed up for without actually wanting to use. Such a thing is absolutely not why I play games, so while it is an incremental thing I don't think I'll run out of things to talk about if I call it closed. I type this out for being a bit of an interesting edge case for various things... as I am wont to do so will see how it shakes out now,
It's because we chose it in guide-to-incrementals/defining-the-genre/#a-modern-incremental-games-canon. There might be other ways to interconnect systems, I mean the one where they all contribute to the original battle system and not necessarily to each other. I like the idea of having a soft surprise where an old feature you are idling doesn't change, but you have to push it to a limit in some way because of context from a new one.
When I write things it's usually only for this kind of continuation of idly in mind concepts, ideally from a well played advanced state as to have more to give I guess.
Have been playing Super Turtle idle like crazy, it's like a Melvor with no inventory limits so you just amass millions. Any kind of activity sequencing is replaced with just using/having the right gear. In a recent update the balance now revolves around achievements and completionist tasks for power scaling, which is a really good take on USI.
Also tried to play Mr.Mine. First concern was the different features each have the potential to give very left field/far reaching boosts, which I would say is overly complicated design at this point. Preferring new things to be revealed one new area at a time, and so for boosts to only work backwards as opposed to being predictive I guess - this preference may not last. However this game doesn't help me dwell on that because it's tied up in premium currency. seems to operate on basis of 'please give us feedback', and so is well balanced, which has to be respected. The skew towards dilemmas rather than typical surprise was a problem.
Have been looking around for games, but didn't quite get into the ones I found enough to jump at sharing.. Think I just want to be more indiscriminate and look at games just for format vs content if that makes sense... maybe have some such microcosm of organization each time around, so will try to do that
I like the statement about the purpose of communication, and I ended up concluding to myself that sharing an understanding is important, in the sense of sharing incrementals here. When you said barriers I feel like that makes the most sense as barriers between similarity of existing understanding, and can't make it out so much as any kind of delivery of understanding. So that you are not actually delivering any understanding but making what you say relevant to any shared thing, essentially extending your reach to develop it beyond one person.
Also it seems relevant with moderation, taken as meaning each person is comfortable with the relevance of the conversation. The heroic guy of the original quotation finished now and it does seem it's not more complicated than a case of time/energy waste worry. saying about wanting self determination and to disavow things that bring unease, which is similar to sharing experience about a shared approach between multiple people, with the extent both are a sweeping mitigator of discomfort. So I mean it's helpful for me thinking about what makes a place safe, but ofc we are not exactly running a controlled trial here for each new gameplay. so it's ongoing
Want to reply with what you each say as good practice...
How I am reading it now with this is that you can play on your own but then for the brunt all missteps it's only you, (as both creator and player). And then creator's mark would be the understanding they value to use, either talking with specific peers or querying a wider amount on something else, like normal. Of course things can still get made anyway with just the hope of catching on.. Maybe there is still a thread with them of not wanting to use any particular understanding (they are not really part of any group on social media). am not sure about that but do know the extent of wanting to freely move between understandings upon different difficulties is a thing. there was some leaning to ask what are predetermined beautiful things as vs this activity of somewhat constantly reappraising what works in particular, but ideally I guess the thing in common would be a predetermined safe thing on some level so, like using moderation to offset risks, like the how the default is doing nothing. talking to others is like trying to stack your odds, but it has layers of odds because understandings are weird but it doesn't need to be from first principles it can be a weird understanding that you start with - or otherwise a weird situation of people to talk to such that you only can get reassurance/stacked odds with particular things. I definitely struggle with wanting to stack my odds before doing things a lot of the time, probably just proportional to personal history of danger. so yea different histories and access to reassurance may cause these different relations with what gameplay.. as a
Don't actually think having a more clear statement is worth the need to spell out a whole characterization, am prepared to do the work, yet now more fully think it's a loosing battle. Kindof unfair though so after I make my own replys I'll see about it
Maybe shouldn't have actually linked something technically external, but now to diligently give some detail. For one thing yea it seems they are not using their ideal on/as their process, something I also struggle with so will cut some slack. Maybe it's just fine though 'don't criticize character' from the list of fallacies seems relevant. That being said, my thought is that the understanding has a basis in 'alive' and 'dead' as like robots are dead and so is kind of trying to claim gameplay is interacting with a robot as inherently inhuman. it's assuredly hailing from pushback against like all the media targeting early stages of game making, which maybe cause worry about it becoming the whole picture(making foremost appealing games) vs the idea you would move on to try and express yourself, humanisticly.. well the quote is funny as a copy pasta because it questions potentially long time ago assumptions. which here is used on this idea of people who maybe got caught up on this early stage or pattern of game making. which may or may not be definable as having remotely retentive gameplay.. going through more closely though I personally finally noticed to distinguish upset comments as vs suggestive comments, ie the main issue is people involving meta criticism contents in a game as opposed to feeling something about it. So the idea does seem to fit as getting past the extent gameplay makes you think about zeitgeisty stuff vs yourself.. which is a mess because identities are kindof like that as well, or actually not and it is just people bringing up old feelings which remain valid and potentially separate from old system following.. Might continue(although I am interested in alternatives to immediately finishing thoughts) but I realize all that needs to be said is regarding all this talk the criticism clearly isn't literal lol.
Starting to prefer chat on some level but in another seems more open to post here.. Have been playing the new Midnight idle, pacing back and forth about continuing it. Something funny happened though, while the game's case of 'overly long' wait until 'long idle' seems unavoidable, the the ebb of not wanting and wanting to play it has this effect! With similar resolve I slowly continue Shgabb clicker, as the suggestion it's a product of previous clicker lineages is exciting to some extent. Right now am mostly using the effect of 'well are we actually bogged down or can we push to the next?' which is a newly opaque feeling although I haven't played an endgame(post earlygame?) in a while, the deference of which now is outdated! due to all the substance now in mind for them. Also broke past my low record in Armory and Machine actually (seemingly 3rd party required, apk download), following Midnight idle's citation (still haven't played AD either so not the strongest reason) I stopped playing it with a feeling it's boring - largely a falsehood with in this case a cause of it looking similar to the classics... check your watch for that mistake of reason, not that that reason is likely the real one vs just being tired...I heard it's good to listen to your thoughts I guess because they sort out things like that, getting to the root of it like that lets me wonder if it's true to some extent..
Yea and still playing Trimps although I don't typically hold consistencies.. am not sure playing trimps is exactly a foil to that. It's still definitely a USI like, really setting itself apart from other old games though as the core mechanic feel so big... like sure it still introduces new mechanics, but their more like augmentations to the main one rather than just connected by resources. so am still wired, some monumental things have been going down with the game dev devs I follow with scenes like the one pictured, but I'm still holding out for incremental games (and escape games). even if the game seems random or robotic your own experience of it is never so, so please see if you can avoid that interpretation of need for connection.
This week I tried to play a lot of idle games, and had varying success
Started with a hypixel game ⚔Slayer Sim v2⚔(/visit xSublimity) which is a typical format of a series of enemies with bosses each having rng droprates you collect into gear upgrades in various creative ways. You are only semi meant idle, its usually restricted to needing the window open with a button held down outside of a dedicated afk non rng area. I might have finished this but some of the extra features involved extra progress boosting items only some players get (droptable of 8 items you can only roll 3 times total and have to easteregg hunt the rolls) and the dev was saying things like 'I just want the most addictive game..'
Tried to get back into USI with the limiter being the amount of text, could have restarted but I remember things getting unlocked super fast anyway.. that being said I also tried Melvor which is super simple but didn't keep on it either yet so probably nothing. I did try Pokeclicker substantially more though since I know about all the scripts that it has to supposedly not be clickery, but I think the type of attention is intrinsically clickery which may have contributed to wanting to play it more but I ended up not feeling it's intrinsically Idle with scripts, which maybe is interesting.
Played another hypixel game AFK Simulator Graveyard v2 (/visit AquaMLG) the graveyard portion of which is the same as the previous slayer sim game except fully afk capable and precursed by a plain afk game where you rank up and unlock new variously helpful areas. This was really fun and I only stopped several days into the graveyard part. I think while having lots of worldlyness is nice it also creates an issue of what is fun to afk vs what is incentivizing overly rechecking around...
Short games from incrementaldb I played Tower wizard and also Truffle wizard. for me the latter having optimization able to completely remove the idle time is off putting. The former was funny in that
::: spoiler edit: fixed this [spoiler]
it's clearable without prestige
:::
aswell as making me like that kind of 2d visual space, although I will want to split from taking it in a screensaver village direction though I will recheck some such games having said that.
Finally started feeling I could get into Verteron Controller factory which is a 30 min version of 'best in timelimit' type games, (6x as long as rabbits lay eggs ) but I think it was mostly resource grid that truly prepared me lol. atm I am not convinced the strategy is that complicated and it seems like you learn something new each run, it can probably be idle to some extent but it's also super engaging actively (various ways of getting information). Really it's not idle at all most evidently because you can't pause for 30 mins but the kind of information gathering that then translates to still spontaneous idle time is good conceptually. perhaps the kind of extra checking for information I am looking for vs 'keep restabilizing your plan' which applies more to games that don't constantly restart perhaps (new information but not related,)
I am still playing Trimps since it's so easy... Am at around Z350 so the issue is complicated map calibrating but it can be delayed
Have been less eager to go through smaller games since it requires some kind of downloading wait times and maybe have been feeling less of a multitasker. I am downticked with watching youtube though as I long disabled the recommendations and no one's voice of the people I know is quite compelling enough for my mood. I used to really like a game where you just sit around with others as like a screensaver to idle but maybe I have too much motivation now for that. I will probably play on the Hypixel minecraft server player housing incrementals since somehow the engine is more compelling player side than prestige tree... It's the feeling of just wanting to be in a game so downloading the idle time affordances to do so, and compromising amazing game vs still proxying to gameishness that I've had in mind playing it. Can sparsely wait until this stuff gets into Profectus yet jumping off someone else's reasonable establishment instead of stomaching it is important for confidence dodging negative feedback loops I'm pretty sure..
The Dodecadragons play seems like a big jump but I am mostly using it to actually cover off Antimatter dimensions which was not included, am thinking these are not active games but the action of them in all in number go up. So gameplaywise I am thinking about like 5min idle increments type thing. And Dodeca just seems like a good UI complement to Universal paperclips.
Unnamed Space idle somehow skipped my mind when i was thinking about space games but was in mind when I removed NGU idle. It also has the 'zones' from Trimps, similar to the enemies from NGU which in both cases are closely tied to the currency of a overarching prestige. Apart from this if we consider the many minigames I think we actually do come back to Increlution which I put as the space game... if we are thinking about the minigames as a whole instead of this is the minigame I am to some extent blindly doing right now, I suspect we are thinking about optimization in some way. So I am tempted to displace this to arbitrarily make room for theory of magic and the automation games I displaced in my reading of increlution.. And honestly I probably should call it this being kind of a sweet way to do that.
Prestige Tree was not included... while I definitely am game to let in Advent incremental (who hasn't played advent incremental? It's almost time..), the sensibility must also be considered to simply not include all this for being more so a format than a particular trick. Still there should be something to cover that concept of 'prestige' in it's unabashed sense, ...In some sense Learn to fly does this because it's like that idea of a roguelike that is actually moreso about metaprogression. The ultimate test though is whether a tmt launch game would make sense, well Advent incremental matches the plot of a launch game, haha will not even say any more.
The Dodecadragons play seems like a big jump but I am mostly using it to actually cover off Antimatter dimensions which was not included, am thinking these are not active games but the action of them in all in number go up. So gameplaywise I am thinking about like 5min idle increments type thing. And Dodeca just seems like a good UI complement to Universal paperclips.
Unnamed Space idle somehow skipped my mind when i was thinking about space games but was in mind when I removed NGU idle. It also has the 'zones' from Trimps, similar to the enemies from NGU which in both cases are closely tied to the currency of a overarching prestige. Apart from this if we consider the many minigames I think we actually do come back to Increlution which I put as the space game... if we are thinking about the minigames as a whole instead of this is the minigame I am to some extent blindly doing right now, I suspect we are thinking about optimization in some way. So I am tempted to displace this to arbitrarily make room for theory of magic and the automation games I displaced in my reading of increlution.. And honestly I probably should call it this being kind of a sweet way to do that.
Prestige Tree was not included... while I definitely am game to let in Advent incremental (who hasn't played advent incremental? It's almost time..), the sensibility must also be considered to simply not include all this for being more so a format than a particular trick. Still there should be something to cover that concept of 'prestige' in it's unabashed sense, ...In some sense Learn to fly does this because it's like that idea of a roguelike that is actually moreso about metaprogression. The ultimate test though is whether a tmt launch game would make sense, well Advent incremental matches the plot of a launch game, haha will not even say any more.
Well, there are several types of cheating.
Autoclicking, I like to do any time there is an 'active idle' section, or if playing the game would just be easier with hover to activate buttons or etc. I essentially use it almost constantly and I don't think it has ever ruined a game for me. There are enough games that do and don't allow it that you'd be missing out more to not use it? I am not sure I would feel much grief to have it taken away, but in lieu of more advanced automation it's allows just a step more consideration for how to idle, which is often being thought about anyway, so it makes sense being such a cornerstone. I don't think general automation would be nearly as successful at this point.
Tickspeeding up, this one again has some games intentionally using it so there must be something to it. Something that's difficult is games, especially represtiges, having lots of varying short waiting intervals. Maybe what happens is in games where you don't 'develop skills' to get faster you are expected to train recognition, and speeding up, of those parts. Extending this to speeding up the entire game doesn't necessarily ruin things, but if you are trying to make the game 'easier' spreading it out is actually advantageous vs 'I can't play it for that long so..' id say is a fallacy. So I would seldom use this hack though again it often basically is in the game. I plan to retry Kittens game which will test that opinion though (playing it normally may train me to less flailing around for any resource disruption and balancing games)..
General console value editing, apart from being less familiar with how to do this, I think it goes hand in hand with reading a games code as a different mode of playing. I am not sure you can exactly ruin a game by doing this, but it definitely creates demand for multiple playthroughs more than the previous two. Can group it with save editing, which I think is very justified and often used is your save is lost. I still am weary of roblox games just because you can't save edit, even without intending to 'cheat'. (if you can lmk, I want my generator incremental save back ><)
Is this all of them? I can't remember a game being painful to play, apart from when veering non-incremental, but people may have different win conditions. I hope this gives a clear vantage from my intuition of where to put the rails with this, but again it's clear to me as only one perspective to some extent, and I am not someone who collects other people's perspectives per se so have no info to say more.
Am not sure why it didn't save games to the list in this case of only being open for one second. anyway it's only a neat alternative to going through every game, which if was broken down wouldn't be a problem for long. It's working for me like having a priority list that lets small priorities have their time, as well as an incremental list of games to look back on. I didn't guess the take of unfinished games weighing down someone in some way, I don't think we have different feelings but I tend to sideline the games making me feel that way more, and consider strategies like this to chip away at them if that makes sense.
What might you guess is the shift of mindset? I haven't been playing trimps as I think the scripting failed to be incremental, there's no meta resets to it. The paths to progress are super open, but for me the scripting setup you build is less so.(just tweaking it, no encouragement to overhaul it). It may be an effect where scripts can risk deranging you from incremental progress... That's largely how my thoughts stand about it, still need to write about loops..
This week I've been playing some steam games I hadn't previously: (I've made the links be the ones contained in the steam 'play game' button for fun)
the Gnorp Apologue I've been playing Gnorp, and it's a neat case how it mellows being a strategy game by not letting you reverse decisions, and making every such path playable and forgivingly a bit convergent. I started feeling cautious because it seemed that if I used some idle mindedness or early prestiges the game would be over without knowing what happened. I am running at about a prestige per day now though and it's not a issue.
Stuck in Time Have been getting more and more into the loops subgenera although hadn't looked closely at this game. An advocate on Incrementaldb.com pointed to it from playing, the recent the Road not Taken which is excellent, and it's hardly similar but the on boarding worked. In Stuck in time you have to wait for the loops you set up to get to the right place in order to optimize each part, which causes a lot of staring at the screen if you are not careful. In drawing from the grid based approach it's a lot more open world than usual, but the fog of war as ngu is effective despite not being strict. I considered making a topic to see whether drawing the 'loop' mechanic closer into the fold checks out and it may happen.
龙崖 This game Dragon Cliff commonly runs 80% sales apparently and I had earmarked it. What I found to my amazement was a really visually cluttered game that still remained simple by being made out of so many familiar elements, a neat combination. This ended for me when progression started being linked to increasingly specific and esoteric gear modifiers, but thinking of it as such a direction to shift into I'll likely be back to try and follow it as I suspect it's properly incremental.
Have also played a ways through Incremental Fortress 1.0, my strongest impression is this game is really funny. I was starting to get bogged down in the amount of gambling you end up doing and thinking like, why is there no automation for this, so I tried just avoiding it more and progressing which seems reasonable and what does he do? with just a rhetorical quip a second gambling suite is introduced, and I was all for it. Really the quip was just a joke because the second one replaces the first and is more powerful, but the whole game is like this. I'll reach being more in depth upon being closer to finishing but I feel like it's of the best, it even has dragons!
lol, I never felt to agree with that at the time.. Tendency is to get bleary eyed by that stage of a game as to take no notice?
I replayed an old game the Battery of Demonin, which ends abruptly to be clear. Someday I may replay Dodecadragons but possibly not, it's weird. Have been trying to get good at scrying youtube for incrementals, and found this, which isn't what I had in mind but okay. Definitely a quantity over quality example, yet I don't think there is anything seditious about it, but it is very weird, maybe somewhat useful.
This week I have still & exclusively been playing Super turtle idle, and my time with it is winding down for now, while I posture for 100%. With the game now being ver 0.47, this was my 3rd time playing. However, it seems the dev likes to show off ambitious UIs, and claims the game is only currently a 'shared web experience', which manages to bode well for me. It is the UI's that set this game apart, each one is beautiful or at least evocative. In a pleasing way, for this happens to resonate with me, they give off no semblance of coherence.
In a similar spirit, I am not sure what is going on with my Trimps gameplay. For I slowly turn jaded about the 3 minute wait each day for the idle time to process. I think however, what I found magical about the format remains so. This must be a long long games thing, where the progress feelings mellow out, for the original expressive motivation to shine. Usually I would move on to another game, but with this one showing me what it is to work on something for so long it's something special. In the end though, that the game can be played so idly does not excuse my not calibrating all the mechanics to overcome challenges. I maybe forgot that it is like a weird language learning class that I signed up for without actually wanting to use. Such a thing is absolutely not why I play games, so while it is an incremental thing I don't think I'll run out of things to talk about if I call it closed. I type this out for being a bit of an interesting edge case for various things... as I am wont to do so will see how it shakes out now,
It's because we chose it in guide-to-incrementals/defining-the-genre/#a-modern-incremental-games-canon. There might be other ways to interconnect systems, I mean the one where they all contribute to the original battle system and not necessarily to each other. I like the idea of having a soft surprise where an old feature you are idling doesn't change, but you have to push it to a limit in some way because of context from a new one. When I write things it's usually only for this kind of continuation of idly in mind concepts, ideally from a well played advanced state as to have more to give I guess.
Have been playing Super Turtle idle like crazy, it's like a Melvor with no inventory limits so you just amass millions. Any kind of activity sequencing is replaced with just using/having the right gear. In a recent update the balance now revolves around achievements and completionist tasks for power scaling, which is a really good take on USI. Also tried to play Mr.Mine. First concern was the different features each have the potential to give very left field/far reaching boosts, which I would say is overly complicated design at this point. Preferring new things to be revealed one new area at a time, and so for boosts to only work backwards as opposed to being predictive I guess - this preference may not last. However this game doesn't help me dwell on that because it's tied up in premium currency. seems to operate on basis of 'please give us feedback', and so is well balanced, which has to be respected. The skew towards dilemmas rather than typical surprise was a problem.
Have been looking around for games, but didn't quite get into the ones I found enough to jump at sharing.. Think I just want to be more indiscriminate and look at games just for format vs content if that makes sense... maybe have some such microcosm of organization each time around, so will try to do that
as a conclusion.. 'as a say' as a thing said.. oops for including that lol
I like the statement about the purpose of communication, and I ended up concluding to myself that sharing an understanding is important, in the sense of sharing incrementals here. When you said barriers I feel like that makes the most sense as barriers between similarity of existing understanding, and can't make it out so much as any kind of delivery of understanding. So that you are not actually delivering any understanding but making what you say relevant to any shared thing, essentially extending your reach to develop it beyond one person.
Also it seems relevant with moderation, taken as meaning each person is comfortable with the relevance of the conversation. The heroic guy of the original quotation finished now and it does seem it's not more complicated than a case of time/energy waste worry. saying about wanting self determination and to disavow things that bring unease, which is similar to sharing experience about a shared approach between multiple people, with the extent both are a sweeping mitigator of discomfort. So I mean it's helpful for me thinking about what makes a place safe, but ofc we are not exactly running a controlled trial here for each new gameplay. so it's ongoing Want to reply with what you each say as good practice... How I am reading it now with this is that you can play on your own but then for the brunt all missteps it's only you, (as both creator and player). And then creator's mark would be the understanding they value to use, either talking with specific peers or querying a wider amount on something else, like normal. Of course things can still get made anyway with just the hope of catching on.. Maybe there is still a thread with them of not wanting to use any particular understanding (they are not really part of any group on social media). am not sure about that but do know the extent of wanting to freely move between understandings upon different difficulties is a thing. there was some leaning to ask what are predetermined beautiful things as vs this activity of somewhat constantly reappraising what works in particular, but ideally I guess the thing in common would be a predetermined safe thing on some level so, like using moderation to offset risks, like the how the default is doing nothing. talking to others is like trying to stack your odds, but it has layers of odds because understandings are weird but it doesn't need to be from first principles it can be a weird understanding that you start with - or otherwise a weird situation of people to talk to such that you only can get reassurance/stacked odds with particular things. I definitely struggle with wanting to stack my odds before doing things a lot of the time, probably just proportional to personal history of danger. so yea different histories and access to reassurance may cause these different relations with what gameplay.. as a
Don't actually think having a more clear statement is worth the need to spell out a whole characterization, am prepared to do the work, yet now more fully think it's a loosing battle. Kindof unfair though so after I make my own replys I'll see about it
(in order)
Maybe shouldn't have actually linked something technically external, but now to diligently give some detail. For one thing yea it seems they are not using their ideal on/as their process, something I also struggle with so will cut some slack. Maybe it's just fine though 'don't criticize character' from the list of fallacies seems relevant. That being said, my thought is that the understanding has a basis in 'alive' and 'dead' as like robots are dead and so is kind of trying to claim gameplay is interacting with a robot as inherently inhuman. it's assuredly hailing from pushback against like all the media targeting early stages of game making, which maybe cause worry about it becoming the whole picture(making foremost appealing games) vs the idea you would move on to try and express yourself, humanisticly.. well the quote is funny as a copy pasta because it questions potentially long time ago assumptions. which here is used on this idea of people who maybe got caught up on this early stage or pattern of game making. which may or may not be definable as having remotely retentive gameplay.. going through more closely though I personally finally noticed to distinguish upset comments as vs suggestive comments, ie the main issue is people involving meta criticism contents in a game as opposed to feeling something about it. So the idea does seem to fit as getting past the extent gameplay makes you think about zeitgeisty stuff vs yourself.. which is a mess because identities are kindof like that as well, or actually not and it is just people bringing up old feelings which remain valid and potentially separate from old system following.. Might continue(although I am interested in alternatives to immediately finishing thoughts) but I realize all that needs to be said is regarding all this talk the criticism clearly isn't literal lol.
Starting to prefer chat on some level but in another seems more open to post here.. Have been playing the new Midnight idle, pacing back and forth about continuing it. Something funny happened though, while the game's case of 'overly long' wait until 'long idle' seems unavoidable, the the ebb of not wanting and wanting to play it has this effect! With similar resolve I slowly continue Shgabb clicker, as the suggestion it's a product of previous clicker lineages is exciting to some extent. Right now am mostly using the effect of 'well are we actually bogged down or can we push to the next?' which is a newly opaque feeling although I haven't played an endgame(post earlygame?) in a while, the deference of which now is outdated! due to all the substance now in mind for them. Also broke past my low record in Armory and Machine actually (seemingly 3rd party required, apk download), following Midnight idle's citation (still haven't played AD either so not the strongest reason) I stopped playing it with a feeling it's boring - largely a falsehood with in this case a cause of it looking similar to the classics... check your watch for that mistake of reason, not that that reason is likely the real one vs just being tired...I heard it's good to listen to your thoughts I guess because they sort out things like that, getting to the root of it like that lets me wonder if it's true to some extent..
Yea and still playing Trimps although I don't typically hold consistencies.. am not sure playing trimps is exactly a foil to that. It's still definitely a USI like, really setting itself apart from other old games though as the core mechanic feel so big... like sure it still introduces new mechanics, but their more like augmentations to the main one rather than just connected by resources. so am still wired, some monumental things have been going down with the game dev devs I follow with scenes like the one pictured, but I'm still holding out for incremental games (and escape games). even if the game seems random or robotic your own experience of it is never so, so please see if you can avoid that interpretation of need for connection.
This week I tried to play a lot of idle games, and had varying success
Started with a hypixel game ⚔Slayer Sim v2⚔(/visit xSublimity) which is a typical format of a series of enemies with bosses each having rng droprates you collect into gear upgrades in various creative ways. You are only semi meant idle, its usually restricted to needing the window open with a button held down outside of a dedicated afk non rng area. I might have finished this but some of the extra features involved extra progress boosting items only some players get (droptable of 8 items you can only roll 3 times total and have to easteregg hunt the rolls) and the dev was saying things like 'I just want the most addictive game..' Tried to get back into USI with the limiter being the amount of text, could have restarted but I remember things getting unlocked super fast anyway.. that being said I also tried Melvor which is super simple but didn't keep on it either yet so probably nothing. I did try Pokeclicker substantially more though since I know about all the scripts that it has to supposedly not be clickery, but I think the type of attention is intrinsically clickery which may have contributed to wanting to play it more but I ended up not feeling it's intrinsically Idle with scripts, which maybe is interesting. Played another hypixel game AFK Simulator Graveyard v2 (/visit AquaMLG) the graveyard portion of which is the same as the previous slayer sim game except fully afk capable and precursed by a plain afk game where you rank up and unlock new variously helpful areas. This was really fun and I only stopped several days into the graveyard part. I think while having lots of worldlyness is nice it also creates an issue of what is fun to afk vs what is incentivizing overly rechecking around... Short games from incrementaldb I played Tower wizard and also Truffle wizard. for me the latter having optimization able to completely remove the idle time is off putting. The former was funny in that ::: spoiler edit: fixed this [spoiler] it's clearable without prestige ::: aswell as making me like that kind of 2d visual space, although I will want to split from taking it in a screensaver village direction though I will recheck some such games having said that. Finally started feeling I could get into Verteron Controller factory which is a 30 min version of 'best in timelimit' type games, (6x as long as rabbits lay eggs ) but I think it was mostly resource grid that truly prepared me lol. atm I am not convinced the strategy is that complicated and it seems like you learn something new each run, it can probably be idle to some extent but it's also super engaging actively (various ways of getting information). Really it's not idle at all most evidently because you can't pause for 30 mins but the kind of information gathering that then translates to still spontaneous idle time is good conceptually. perhaps the kind of extra checking for information I am looking for vs 'keep restabilizing your plan' which applies more to games that don't constantly restart perhaps (new information but not related,)
I am still playing Trimps since it's so easy... Am at around Z350 so the issue is complicated map calibrating but it can be delayed Have been less eager to go through smaller games since it requires some kind of downloading wait times and maybe have been feeling less of a multitasker. I am downticked with watching youtube though as I long disabled the recommendations and no one's voice of the people I know is quite compelling enough for my mood. I used to really like a game where you just sit around with others as like a screensaver to idle but maybe I have too much motivation now for that. I will probably play on the Hypixel minecraft server player housing incrementals since somehow the engine is more compelling player side than prestige tree... It's the feeling of just wanting to be in a game so downloading the idle time affordances to do so, and compromising amazing game vs still proxying to gameishness that I've had in mind playing it. Can sparsely wait until this stuff gets into Profectus yet jumping off someone else's reasonable establishment instead of stomaching it is important for confidence dodging negative feedback loops I'm pretty sure..
The Dodecadragons play seems like a big jump but I am mostly using it to actually cover off Antimatter dimensions which was not included, am thinking these are not active games but the action of them in all in number go up. So gameplaywise I am thinking about like 5min idle increments type thing. And Dodeca just seems like a good UI complement to Universal paperclips.
Unnamed Space idle somehow skipped my mind when i was thinking about space games but was in mind when I removed NGU idle. It also has the 'zones' from Trimps, similar to the enemies from NGU which in both cases are closely tied to the currency of a overarching prestige. Apart from this if we consider the many minigames I think we actually do come back to Increlution which I put as the space game... if we are thinking about the minigames as a whole instead of this is the minigame I am to some extent blindly doing right now, I suspect we are thinking about optimization in some way. So I am tempted to displace this to arbitrarily make room for theory of magic and the automation games I displaced in my reading of increlution.. And honestly I probably should call it this being kind of a sweet way to do that.
Prestige Tree was not included... while I definitely am game to let in Advent incremental (who hasn't played advent incremental? It's almost time..), the sensibility must also be considered to simply not include all this for being more so a format than a particular trick. Still there should be something to cover that concept of 'prestige' in it's unabashed sense, ...In some sense Learn to fly does this because it's like that idea of a roguelike that is actually moreso about metaprogression. The ultimate test though is whether a tmt launch game would make sense, well Advent incremental matches the plot of a launch game, haha will not even say any more.
The Dodecadragons play seems like a big jump but I am mostly using it to actually cover off Antimatter dimensions which was not included, am thinking these are not active games but the action of them in all in number go up. So gameplaywise I am thinking about like 5min idle increments type thing. And Dodeca just seems like a good UI complement to Universal paperclips.
Unnamed Space idle somehow skipped my mind when i was thinking about space games but was in mind when I removed NGU idle. It also has the 'zones' from Trimps, similar to the enemies from NGU which in both cases are closely tied to the currency of a overarching prestige. Apart from this if we consider the many minigames I think we actually do come back to Increlution which I put as the space game... if we are thinking about the minigames as a whole instead of this is the minigame I am to some extent blindly doing right now, I suspect we are thinking about optimization in some way. So I am tempted to displace this to arbitrarily make room for theory of magic and the automation games I displaced in my reading of increlution.. And honestly I probably should call it this being kind of a sweet way to do that.
Prestige Tree was not included... while I definitely am game to let in Advent incremental (who hasn't played advent incremental? It's almost time..), the sensibility must also be considered to simply not include all this for being more so a format than a particular trick. Still there should be something to cover that concept of 'prestige' in it's unabashed sense, ...In some sense Learn to fly does this because it's like that idea of a roguelike that is actually moreso about metaprogression. The ultimate test though is whether a tmt launch game would make sense, well Advent incremental matches the plot of a launch game, haha will not even say any more.