The Ten Hour Challenge is building ten 10 hour game prototypes, picking the best one and extending that out to 100 hours. (The next step is picking the best out of ten 100 hour prototypes and extending that prototype out to 1,000 hours.)

Round #1 (Winner: Incremental Engine Builder)

Round #2 (Vote here!)

⋆ Incremental Factorio [ link ]
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.
Capitalism Survival Simulator [ link ]
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.
Koala incremental [ link ]
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.
Die Train [ link ]
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.
Capitalist Propagandist 2 [ link ]
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.
⋆ Open Air Drug Market [ link ]
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.
Christian Soldier [ link ]
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.
⋆ Dungeon Crawler Slots [ link ]
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.
⋆ Fighting Engine Builder [ link ]
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.
⋆ El Coyote [ link ]
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.
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