Spreadsheets (9.2h)
A multiplayer idle-incremental played as a spreadsheet.
Analysis: I guess this was multiplayer and that's why it took me 9h, because I don't see a lot of game otherwise. not viable
A multiplayer idle-incremental where the resource system is created by the people playing it.
Analysis: I built this and I didn't, initially, understand how to play it, despite making it. But I think the underlying idea is interesting but I don't know if an incremental where players get to design what the resources are is really all that compelling.
⋆ Deckbuilder Autobattler (9.4h)
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A deckbuilder autobattler. You're a street gang fighting other gangs. There are racial bonuses to fighting with other people your own race.
Analysis: I think it could work, especially for all the stuff I have planned for this, but outside of making it fantasy-themed, I don't think it could be viable. An autobattler for urban street gangs doesn't seem like a really good fit, demographic-wise.
A hacking sim where players are typing commands into a terminal to hack into other machines
Analysis: It's just too much typing. I think I did a more game-y and less realistic version of this so that was good, but it was just too much damn typing for me.
A more simplified version of a multiplayer idle-incremental I released a while back about capitalism
Analysis: Kind of hard to parse the UI. Not really engaging.
⋆ Incremental Engine Builder (72h)
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A game that combines the board game mechanic of engine-building (specifically Gizmos) with the idle idle-incremental genre
Analysis: This was the winner. It also made me really question my assumptions about UI and what's inherently intuitive to people. I actually still have 28 hours left on this but I kinda got overwhelmed and stopped. I'll probably finish it up before I work on the Round #2's pick.
A game about spreading COVID as much as possible.
Analysis: I think if this were earlier in the pandemic, I probably would have gone with this because I just like the gameplay that much, but it almost seems kinda passe at this stage. I might still make it because I really like the idea of this.
Capitalist Propagandist (10.1h)
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You are a propagandist for capitalism and you're trying to convert as much culture into profit as possible.
Analysis: I still think this is a good idea (which is why I gave it another try in round #2), but this falls short in so many ways. it took me a while to figure out what was going on initially, but this prototype is not viable
Uncle Michael (5.3h)
An idle-incremental about memorializing 'your' (mine, obviously) Uncle Michael
Analysis: I gave up at 5.3 hours in because it just wasn't coming together. I still haven't figured out a good way to do this yet but I'd like to. I didn't put up what I did do because this isn't very good and its not viable
⋆ Jones In The Fast Lane Clone(10.4h)
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(This is nothing like Jones In The Fast Lane) If you reduce the Jones In The Fast Lane down to just a time management mechanic, and reduce it further into just economic development, the idea I came up with was you're at work and you must manage how you allocate your time across the various people at work in order to maintain your job.
Analysis: The UI leaves much to be desired but I think this could be pretty viable as a mobile puzzle game, and I don't even think it would require a full 100 hours to get something pretty fun.
An idle-incremental implementation of a Factorio-like
Analysis: I think it has potential. The UI is very difficult to parse, but the biggest issue of creating a factorio-like in the idle-incremental genre is that a logistical game requires space. I think in the way that I implemented it, by having different planets that you have to set up routes to, it could be viable, but probably not the best commercial fit.
A survival game, but instead of being set in nature, set in capitalist dystopia
Analysis: Falls a bit short, especially in the format that I have it in. The purpose of having multiple stores was to illustrate the different social class preferences of stores (Walmart, Target, Whole Foods) but it adds unnecessary choices that aren't meaningful.
An idle-incremental implemented in the style of the
Koala Sampler app.
Analysis: Out of all the prototypes I released, I was so excited when I finished this and released it for feedback. But no one cared about it at all. In a way that was good, because otherwise, I could have continued development on something that no one is really interested in.
Lay down rails and fight other trains for resources
Analysis:
Train combat, like this, doesn't work in real-time way because the way I envisioned it, you don't have direct control over the train, just in building the rail and I feel like with the way I envisioned it, it would probably work better as a turn-based game. I could be wrong though.
You are a propagandist for capitalism and you're trying to convert as much culture into profit as possible. (try #2)
Analysis: This plays WAY TOO SLOW. not viable And even after you create the cards, it's just not very interesting or fun.
A game about operating an open air drug market. It's part of a larger idea I have for making a Transport Tycoon but for drugs.
Analysis: It might be a little indecipherable if you don't know how to play. The numbers are the price you get for selling to someone on that square. When you click, you're placing a dealer and when you run out, a runner brings you drugs. Avoid the blue. That's the cop. The game's not bad but might require too much work for what I'm planning.
A game about prosthelyzing Christianity and building a church up
Analysis: Interestingly, this particular prototype is not interesting or fun at all, but during
Ludum Dare 53, I was able to create an aspect of this game for sermons that works pretty well.
An idle-incremental dungeon crawler where you dive into a dungeon to kill mobs for gold BUT when you go to town to buy equipment, the store is a slot machine.
Analysis: This one is super cool. I think it'd be a really great mobile game.
A fighting game (probably more in the autobattler genre) but you don't directly control your fighter, you pick cards beforehand that figure out how you're going to fight
Analysis: this is actually pretty cool. Not sure how much overlap there would be for fans of the fighting game genre and fans of the autobattler genre, because people play fighting games for intricate controls and people play autobattlers to not have control.
A hybrid logic puzzle & stealth game about guiding people from Mexico across the border into America
Analysis:
Ten hours is not adequate in order to develop the prototype I had planned but I think did an okay job. The world map is minesweeper that you manually control the avatar and the local map is an approximation of a turn based tactical game.