despite the name, I strive to be somewhat original. somewhat.
Been playing EXP Simulator recently. I like it more than zakuro98’s other game Spice Idle. It’s nice although my favorite part of it (first prestige layer) has long since passed.
I’ve been thinking of how to handle the issue of accessibility of Cavernous II, which is a game in which you are in control of multiple agents and need to find optimal routes to goals using them. After a lot of thought, I concluded that the best way to resolve this would be to abandon the idea of multiple timelines entirely, instead opting for a single timeline where all agents can be controlled. This is rather similar to how most games handle fine-grained control of multiple characters. I don’t think this system would work well for the game as it is though since a: such a method would lessen the benefits of existing routes from boosts, forcing one to rewrite routes just to make minor edits b: the routes in cavernous are quite long and this system makes creating routes more time-consuming.
I’ve also been thinking about the primary mechanic of a somewhat old mobile (non-incremental) game called Robotek, which is choosing a slot machine, pulling it, and then performing actions based on the results. There’s a significant amount of luck but also a significant amount of control. I feel like such a mechanic can be transferred rather seamlessly into an incremental context. Dunno Dice has a similar mechanic (the primary difference being that you gain resources instead of taking actions) and I find it to be a fun game.
I wonder what became of this.