Journey to Incrementalia

Journey to Incrementalia is single player idle game, placing it in a genre that I have some thoughts about.

But I beat it in six hours! I spent most of that time actively playing!

And I was only tempted to break out AutoHotKey and start writing macros once or twice!

All of which makes me wonder if it counts as an idle game/clicker game at all.

Journey to Incrementalia

The premise is simple enough. You are a necromancer. You have been brought back from the dead to reach Incrementalia, a mystical land of… something. And you’re going to do this by raising the dead, and hurling spells at anything that moves.

It starts out as a pretty standard idle game. Ponder the orb to generate mana, spend mana to summon skeletons, and watch skeletons break down the wall.

But it quickly breaks away from normal idle game scaling because of its resource system.

Resources and mechanics

Journey to Incrementalia has 3 primary resources: mana, souls, and skill points.

Mana is pretty standard. You click on your orb, you get mana. You spend mana on a small smattering of permanent stat upgrades, summoning units, and buying souls.

The other two are much more interesting.

Skill points are used to get access to spells, and to buff those spells. For example, one of the earliest spells in the game is the Goblin. Putting 1 point into it lets you hire goblins, and additional points buff the amount of poison goblins apply when they attack.

That said, the number of goblins (and other units) are still limited by souls. There’s a bunch of ways to get souls, but even at the very end of the game, I only had around ~2000 or so.

So this is the part where things get good, and change from most other idle games I’ve played. It’s free to respec skills, and change builds. But since the player is still limited by the number of units they can field, it’s necessary to think about army composition.

This turns the game into an optimization problem instead of just clicky-clicky number go up.

As I reached higher and higher walls, I found myself respeccing constantly. Maybe I’d just unlocked a new spell to buff skeletons. Maybe it was a unit that let me apply poison more effectively. Maybe I just had enough mana generation to sling unending waves of fireballs, ignoring units completely.

My personal favorite combo was one where I constantly sacrificed skeletons, causing them spawns ghosts that slammed into the wall, applying poison stacks. These skeletons would then be re-summoned automatically, and the process would repeat. It was a sort of necromantic carpet bombing, and I enjoyed it immensely.

This was the best part of Journey to Incrementalia. Looking at the skill tree and trying to do napkin math in my head to get the biggest numbers possible, or realizing that I’d overlooked a spell or upgrade, was a lot of fun. So was spotting overlooked combos.

Some Criticism

Journey to Incrementalia is very fun when you have a bunch of skills to play with. When you don’t, it’s much less enjoyable, and this included much of the early game. Pretty much everything to the 25th wall wasn’t as good.

The game also isn’t particularly replayable. Different selections on side-quests didn’t result in different rewards or quest text, something I found disappointing.

Finally, the game is still somewhat buggy. I didn’t hit any major issues, but I did find a bug where I could summon infinite volcanoes, which slowed my PC to a crawl. I’ve also seen posts from some folks whose game has just straight up bricked. Some of these have already been fixed, but these would have been dealbreakers if I’d encountered them.

Overall

Journey to Incrementalia was most fun when I browsing the skill tree, and doing napkin math. It was at its least fun when I had done that math, and was just sort of waiting for my strategy to play out.

I’m actually fine with the game’s length, even if I wish it came online a bit faster. There’s also a few spoiler-y late game mechanics that I wish it did a bit a bit more with.

Perhaps if it did do more with its narratives or builds, I’d feel more strongly about recommending it. As it is though, I don’t hate it or love it, and I’ll leave that decision to folks with $5 and an afternoon or two to burn to answer that question.

TCG Card Shop Simulator

I was having trouble finding something to write about this week, so I finally bit the bullet and bought a game I had hesitations about, but thought I’d enjoy: TCG Card Shop Simulator. And I was right on the money!

And while I personally enjoy the game, it currently lacks depth in any of its systems. I don’t really want to recommend it in its current state.

Side note: In that sense, it reminds me of MMORPG Tycoon 2, a game I purchased 3 years ago, and is now on version 0.2. Early access is a grave of ideas.

But let’s say you do fork over $13. What do you get right now? A sort of abstract sim game with some card collection elements. Here was my experience.

Tales From The Gameplay Loop

After I named my store, I ordered inventory and waited for folks to wander in. When those customers finished their browsing, I went and checked them out. The checkout mini-game is a majority of the “gameplay” that I’ve seen so far. There is a small element where customers can show up smelly, and need to be sprayed with air freshener. I dealt with this by setting up two auto cleaners near the entrance to my store to double blast anyone who walked in, like it was a tower defense.

While the player can hire helpers NPC’s to run the checkout, the only one I could afford was so slow that I just did it myself. It felt more practical to have them stock shelves, where it didn’t matter that they moved like molasses.

The other parts of the loop involve buying new furniture and displays for the store, buying stock, adjusting prices, and selling singles. More about selling singles in a bit. First, let’s talk about the other parts.

My general take on this game is that it functions mechanically, but lacks real depth to any single system. Employees don’t get better or worse as they work for you. There are a few different types of furniture, but they all function the same, and there’s only one type of play table. NPC’s don’t have names or preferences, there are no regulars, grinders, or “That One Guy.” The player can adjust prices, but it doesn’t seem to influence market value.

Furniture is both deeply unaspirational, and as as my friends will point out, better than what I have in my apartment.

In that sense, the game feels very static, almost like a clicker game. I would wait for things to happen, acquire money, buy a bigger store, buy more stuff to put in it. Rinse, repeat.

A sort of capitalist zen garden.

But I never felt like I was really working toward anything, or making more than incremental progress. That said, I do want to talk about one system the game has that did make me feel something.

Cracking Boosters, and Selling Singles

TCG Card Shop Simulator has a fairly reasonable system for opening booster packs to add cards to your own collection. It’s nicely animated, works reasonably well in partnership with the rest of the game, and is mildly compelling. But it’s not what I want to talk about.

No, what I want to talk about is how this game has finally made me understand why stores don’t like selling singles, mostly because the process is a huge annoyance for tiny amounts of profit. I never want to sell a single under $10 ever again.

And this is in a sanitized, digital version of the process! I don’t have to keep perfect inventory, or look up pricing, or worry heavily about shelf space. But every time some unblinking digital homunculus walks up to the register with a card that’s a $1.27, and a $5 bill, I want to leap across the counter and chase them from the store.

So in that sense, this game has made me feel a weird sort of sympathy for local game stores, and their equivalents. I now understand why no one wants to sell me 30 commons for $8.71.

Overall

Sure, TCG Card Shop Simulator is fun right now in a sort of zen/whiteout sense, but there’s no guarantee it will ever get all of the features it has promised, or even that I’ll remember the game exists by then. If you have $13, and need to just zone out from the world for a few hours, it’s great.

After 8 hours, my card store looks like… well, pretty much any other card store on the planet honestly.

But it lacks any real depth to any system, or even the aesthetic customization that would set it apart as a fun toy for designing a dream card shop.

TCG Card Shop Simulator is $13 on Steam.

Post-Script

As far as I can tell, NPCs in TCG Card Shop Simulator don’t react to anything you do, including jumping on tables, throwing boxes around, and just generally nuisance in the store.

Somehow while playing, this manifested into me envisioning my player character as a sort of long limbed, pale cryptid that always wears a flat cap covering their face, speaking only in curses and praise, clambering over counters and leaping across tables as it restocked and moved to check people out.

It also made me realize that I would still probably shop and play at this store, even if the owner occasionally scuttled across the table in the middle of the match if the prices were good enough.

This was followed by me roleplaying as this character for 30 to 40 minutes, including nodding my head, and saying “Blessings upon you, yes, yes!” whenever someone paid with exact change.

This is not a thing I usually do in games. I don’t know where this came from. Also, at some point I decided they had a tail like a lizard.

He should really be skinnier than this, all bones and sinew.

Thanks for reading.

The Plucky Squire

The Plucky Squire is most beautiful game I’ve played this year. Visually, it’s an absolute love letter to art and the physical creation of art.

I wish I could say something as nice about the gameplay or story.

I have to admit, I feel like I got beaten to the punch on this review. By Kotaku of all places. By some dude named Moises Tavera.

It really does look this good in-game.

This game is stunning. It’s rare that I suggest playing a game for the visuals. In fact, I think I’ll let that stand as my general recommendation when it comes to The Plucky Squire.

But take away those visuals, and you’re left with an easy and incredibly linear game. And it’s a shame, because The Plucky Squire has so much potential in its mechanics. But it never really offers the player any freedom to use them.

Story

The Plucky Squire is the story of Jot. Jot lives in a storybook world where he stops the schemes of the evil wizard Humgrump, with help from his two friends and the wise wizard Moonbeard. It’s implied that this has happened many times before, but this time, Humgrump blasts Jot with magic that kicks him out the story. For most of the game, you’ll be jumping in and out between the between the book and the “real world” of a child’s work desk.

This meta aspect of “Story within a story” isn’t really examined too much ( except for it possibly causing a time paradox). Again, this is fine. It’s a minor element, and it doesn’t bother me.

What does annoy me is how simple the story is. Ostensibly it’s a tale about creativity and imagination, but it really only pays lip service to that concept. Jot is a writer, and his sword is a pen nib. Okay, that’s cool, but where is that mechanically?

There was a lot of space to foreshadow the game’s one big surprise (the villain was once an artist too!), but the developers chose not to do any forehsadowing. In addition, the “one big twist” isn’t relevant to the story.

Side Note: I don’t think that the Plucky Squire was trying to make Humgrump relatable. But I found him kinda relatable after the game reveals that he used to just be a bad poet. I’m an amateur artist who is quite bad at art, and struggles to enjoy it. I’m cognizant of my own lack of improvement. I put most of my energy into the job that pays me. I don’t know what I’m supposed to take away from The Plucky Squire’s story. If I don’t improve my art, I’ll become an evil wizard?

There’s also a real disconnect between the game’s written message—that of a love letter to creativity and imagination—and how linear the actual gameplay is.

Gameplay

Ostensibly, The Plucky Squire is a puzzle platformer. Let’s start with the platforming. This game’s primary conceit is the ability to jump between a 2d top-down book, and a 3d “real world.” Both worlds control pretty much the same, outside of the third dimension. There’s also a very small number of side scrolling sections. There’s combat, but it’s so laughably easy that it mostly just serves to break up the puzzles

But the puzzles. Oh, the puzzles.

The puzzles are incredibly dull.

The Plucky Squire introduces a large number of mechanics that could have been used as part of a larger scale system of puzzles. And then it just… doesn’t use them. While you’re given a variety of abilities, they really just function as keys.

For example: the game gives you the ability to stop objects in the scene. But you only use it in a few specific areas to stop specific objects. The game gives you the ability to tilt the book. But tilting only pushes around one or two things, and it pushes them on hard coded rails.

This path unlocks with the stop time key. This other path unlocks with the bomb key. Another path unlocks with the tilt key.

Okay, this mini-game was actually decent.

The mini-games don’t really help. They’re amusing, but they’re also short, and it’s hard to see how Punch Out, or Puzzle Bobble really sell the themes of the characters you’re playing as.

And the stealth sections with the bugs just kind of suck. They are the only part of the game where I struggled at all, and it’s mostly due to weird patterns, and strange pathing and sight lines.

But speaking of bugs…

Bugs

The game is buggy. It’s less buggy now that it’s been 3 weeks since release. But a non-zero portion of my playtime was spent trying to fix a soft lock in the final chapter of the game where my characters got stuck looking at a bench. Sure, it got fixed, but it got fixed by another Steam user, not the devs.

There was also apparently a fairly big bug that would permanently lock up the game if you used two mechanics in a non-intended way. Again, this goes back to the whole “abilities act as keys to specific doors” thing.

I am pretty lenient on bugs and glitches most of the time, but there was point where it looked like I had wasted 6 hours of my life.

I was pretty grumpy.

In Retrospect

Okay, so looking back, I finished The Plucky Squire about 3 weeks ago. Then I got involved in some other stuff, and never finished this write up. This last weekend, and I did a game jam, and I got a pretty solid reminder of the fact that 1. Making games is hard and 2. Getting players to do what you want is hard.

With that lens, I don’t think the Plucky Squire set out to be patronizing to its players. I do think though that the game was likely rushed in development.

There are a bunch of small hints that point to rushed development. For me, the biggest hint is how Jot’s friends just don’t have character arcs. They’re foisted into the game, given a fear, given one screen of character development an hour later to get rid of said fear, and a mini-game section in the final boss.

And looking through this lens of rushed development, it makes a lot more sense as to why a set of potentially fascinating mechanics involving clever interactions are dumbed down to a set of linear puzzles.

I could be wrong on this, but the scale of the art in the game to me screams “over ambition” more than it does “dumbed down for kids.” You don’t make something this beautiful but mechanically and thematically hollow on purpose. You make it because you ran out of time.

Conclusion

The Plucky Squire is a 10/10 for art, and a 6/10 for story and gameplay. What does that make it over all? I don’t know. It’s too visually impressive to be a seven, but it’s frankly not invigorating enough in either mechanics or narrative to elevate it to an eight.

Maybe the truth is that numbers are a bad way to assess art. That said, this piece of art cost me $30 bucks. If it had been $20 or $15, I might be more lenient.

As it is, I’d advise anyone curious about the game to wait for a sale and pick it up when it’s a bit cheaper. It’s worth seeing. It’s just not worth playing.

The Big Fight for Tiny Mouse City

I did Ludum Dare again! Ludum Dare 56 to be exact. The Big Battle for Tiny Mouse City was my entry, and I got it “finished” about an hour before the cutoff time.

Click above to play it!

It’s a short little RPG that takes less then 30 minutes to complete. You run around gathering party members, and grabbing weapons to fight the final boss. If I’m being honest, there’s not much here that hasn’t been done in a RPG before, and I’m sure another game has done the “Party of a dozen characters” gimmick before as well.

This writeup covers my thoughts on the experience, where things went well, where they didn’t, and what I’d do differently if I could.

If you want more context, I suggest you play The Big Battle For Tiny Mouse City first.

The Design

This was my first time doing a game jam solo. As a result, I decided to use RPG Maker MV. The RPG Maker “engine” is a weird one. It’s been used to develop some cult classics, including To The Moon, and Fear & Hunger. It’s also mostly javascript, the editor crashes more than anyone could want, and I have a hard time trying to get it to do anything complex.

For a game jam, though, it offered huge advantages. It comes with a complete structure for making a classic RPG, has placeholder art and assets, and there are a large number of community-developed plugins. It also made it very easy to create a web-hostable build.

So with engine decided, and the theme of “Tiny Creatures,” I decided I wanted to do a classic RPG. The twist was that instead of leveling up, you just get a massive party of characters. In my mind, this was gonna be like 20 characters in a party. After a reality check on the level of effort per party member, I cut it down to 12.

My loop was going to be simple: run around and talk to people to add them to your party, find weapons and equip them, and then fight through a few enemies on a quest to get to the final boss.

So around 12:00 on Saturday, this was my design document.

This was it. This was the entire design.

The Implementation

And here’s the finished product. As you can see, it’s actually pretty similar. My initial idea was that the game would have two “halves”, separated by a mid-boss, and then a final boss at the end. In between, the player would recruit new members into their party, pick up weapons, and fight a few trash mobs.

That said, quite a few things changed between the initial idea, my incredible design document, and the final game.

The first big thing was the starting room, or Tutorial Room.

After I continually failed to equip weapons when playtesting, I realized that players would also mess it up. This is important, because it is impossible for any character to deal damage without a weapon equipped. So I made a room that forces the player to find a sword and equip the sword to leave it. This opening has the subtlety and grace of truck nuts, but from the comments I’ve seen on the game, I think it worked.

It also has a little bit of info about where the player can find a special party member. It’s a small clue, but hopefully it helped someone.

A fight, followed by a friend.

Once the player exits the room, they’re immediately greeted with a path that leads to an enemy encounter. After the enemy encounter, they reach a NPC that joins their party. Again, mallet over the head. But given the short length of the game, I wanted players to immediately understand the recruitment mechanic, since all but one of the mouse characters on the map will join the player once talked to.

Side Note: Initially the friendly mouse next to the fight was actually off to the side, but a friend of mine walked by them in play-testing, so I decided to force the player to interact with them.

One of the big things I really want to talk about is the tan path.

I added the path in passing, but it ended up being perfect. The path leads to 3 things: two special mice, the Healer and Alchemist, and the game’s mid and final bosses. The path grounded the game, which otherwise was just a bunch of square green rooms. If the player follows it down a route they haven’t gone, they will find something new.

Subtlety, my name is not.

That said, I wanted the player to explore a bit, so there’s a bunch of weapon chests and recruitable NPC’s just off the path. There are also a few very direct instructions to look for things off the path, and places where the player can see something off the path from further away. The most obvious was the sign above.

Still, it does bring me to my biggest failure in the game: the mid boss.

Conceptually, I wanted to have a big mean rat that gives a speech in the middle of the town, with their acolytes flocking around. I wanted a whole little cutscene, and build up, to keep the player interested.

Oh mid boss, I failed you. I failed you so hard.

But I didn’t get the time. Even his battle and world sprite are pretty last minute.

This is a problem. From a player retention standpoint, the mid boss is the first “big” exciting thing the player sees after the start the game. It should be a moment that encourages them to keep playing. But as it stands, it’s pretty dull. There aren’t really any “Big” moments after him, just a few more fights, and some treasure.

So what should have been a “Oh, I can’t wait to see what happens next” moment, turned into a “I’ve seen enough, time to rate the game” moment.

That said, I’m much more pleased with the final boss.

Here comes the boy.

Catmagedon has their own theme music. They have their own big scary overworld sprite. They have a little tiny cutscene before the fight, and I pumped their damage high enough that they actually feel scary to fight.

I’m actually on the fence about their battle sprite. I think I needed to remove the battleback, and simplify it a bit, because like… yeah, that don’t look like no cat.

They’re probably the high point of the game, and even with the wonky menu, and weird interactions, I think they probably felt fun.

Lessons Learned

One thing I learned from this experience is why RPG’s don’t usually have a party over 4: it makes the game quite a slog. I actually cut all enemy HP by about 20% late on Sunday because fights were taking too long. I didn’t want people to quit out of boredom. It’s a fun gimmick, but I don’t think it’s a good way to model a mob of characters.

The second thing was that I am always biting off more than I can chew. I thought I could do a single map RPG with no leveling up in 3 days. I still had to cut a player character, custom tile maps, face plates for dialogue, most of the mid boss, and 2 enemy types to finish on time.

It was also a good reminder that players don’t know anything you don’t tell them. I occasionally grouse about over tutorialization, but it’s necessary.

It’s also an interesting opportunity to look back at my previous entry and ask if I’ve used any of those lessons learned. I think the answer is yes. I was much more consistent about tutorials, and beating the player over the head with mechanics.

What would I do differently?

I should have forced the player to save before the final boss, in case they died. I also wish I’d “smoothed” the map design a bit more. Specifically, I wish I had pulled parts of the map in closer together. Here’s an example.

Smoothed design, where I cut down the total space significantly.
Unsmoothed design, it’s a significantly longer walk off the beaten path to find those chests.

I’ve already talked about the mid boss at length, but I think I know how I’d fix him now. While I’m happy with most of the art, I wish I’d done a second pass on the player sprite to fix its left/right direction, and its ears.

Conclusion

For someone who spends so much time on unfinished projects that never see the light of day, it’s nice to actually complete something for once, even in an imperfect form. I hope people have some fun with it.

I’m not sure that I’ll return to the game in any large scale, but I may make a “directors cut” version with some fixes and quality of life changes after voting finishes for games.

That said, we’ve had 3 weeks of “not game reviews” on the blog. After this last post, it’s time to return to your regularly scheduled blog posts: those of games and game reviews.

Thanks for reading and thanks to anyone who played my little game.

So I did a Duskmourn Prerelease…

Duskmourn is here! I was trying to think of something witty to say about the set, but I don’t really have any insights on its implementation of modern horror.

I was going to borrow some copy from the Wizards site, but the site was mostly about how I would have a “more thrilling experience” by pre-ordering boxes of collector boosters, something I decided to skip.

I’m sure it would be a thrilling and horrible experience to look at my bank account afterward, but that’s not the sort of horror I’m looking for.

Instead, let’s talk about some Sealed! Here’s what I ended up building.

View the list on Aetherhub. As a brief note, I’ve included only rares and cards in my colors in the sideboard, but there were in fact more cards than this.

While the rest of the pool was decent, it didn’t offer much in the way of a definitive direction. My two pretty mythic creatures (Niko, Light of Hope and The Wandering Rescuer) did give me direction, though!

As a result, I ended up with a pretty straight forward Blue/White aggro list.

Deck
2 Cult Healer
1 Optimistic Scavenger
1 Piranha Fly
1 Unsettling Twins
2 Grand Entryway // Elegant Rotunda
1 Stalked Researcher
1 Acrobatic Cheerleader
1 Unwilling Vessel
1 Surgical Suite // Hospital Room
1 Underwater Tunnel // Slimy Aquarium
1 Glimmerlight
1 Conductive Machete
1 Fear of Falling
1 Veteran Survivor
1 Erratic Apparition
1 Unwanted Remake
8 Island
8 Plains
1 Possessed Goat
1 Floodpits Drowner
1 Niko, Light of Hope
1 The Wandering Rescuer
1 Terramorphic Expanse
1 Entity Tracker

Compared to my last pool, this one was far stronger and offered a definite direction to play.

So how did it actually do?

Better than last time! Still not great. But better!

Match 1 was a set of games against Red/Blue control that I was able just roll over in two quick games. Possessed Goat put in a lot of work, and they were never able to drop a big enough creature to slow my roll of tiny dudes and pump effects.

Match 2 was another 2-0, but a much harder fought one. They were running a Red/Green/Blue delirium deck. Game 1 was a bit of a brawl, but Niko and The Rescuer managed to turn things for me. Game 2 was closer, with them dropping a few Patchwork Beasties, but not managing to get the delirium up quite in time. This allowed me to finally sneak a board in, and pump the goat again for lethal.

And then we get to Match 3.

It might as well be a running bit at this point.

For the first time in the night I experienced actual horror: my round 3 opponent was going to be my friend. Again. He was running blue/black control with splashed red for a few extra creatures.

And just like last time, it did not go well for me. While I managed to take game 1 off of Niko and The Rescuer showing up, game 2 he managed to drop his Unholy Annex/Ritual Chamber for a 6/6 flying demon, after removing some of my early threats. A lack of hard removal combined with being pinged for two each turn while he healed up two meant that I did not last long.

It was finally time for game three.

It was not technically a stomp. I had him down to 4 life. But then Unholy Annex/Ritual Chamber came out again, and even though I removed the 6/6 demon, he just sacked the Annex with Boilerbilges Ripper. He then proceeded to drop Grievous Wound, and turn my “potential possible comeback” life total of 20 into 7 in one turn.

Is there a moral to this story? Yes. Next time he commits to a three color control list, I’m not going to suggest he cuts aggro-fliers and adds the midsize bodies.

Is there a better moral? Well, honestly, I think I probably should have side-boarded in a few more of my slightly cheaper cards after game 2 for game 3.

But overall, how did it go?

Some final thoughts

I was generally excited for Bloomburrow, and I’m looking forward to playing Duskmourn. I’m not a huge fan of the theme, and there aren’t really any cards I want in the set, but it set itself apart mechanically. Rooms feel fantastic, which makes it a shame that we likely won’t see them again for a while after this. Manifest Dread can also be quite exciting.

As a set, I don’t really have any big thoughts or worries, frankly. Historic Brawl is my primary format. I’m sure we’ll have things that shake it up, but it doesn’t look like there’s a Nadu 2.0 just yet.

Some Friends’ Decks

As is tradition, here are the decks of my friends at the event, and their records.

This belonged to the friend who kicked my butt. Someday we won’t get paired in round 3, and I won’t get salty, but that was not today. They cruised to a 3-0 overall, only dropping 1 game.

Finally, we’ve got my other friend. They ended up going 1-1-1 off their midrange Red/Green list.