An incremental game inspired by a random reddit post: https://www.reddit.com/r/incremental_games/comments/rk9suu/these_old_ruins/
This is a looping game, where the player must maintain a city that is periodically razed by the enemy/sun similar to idle loops, you have a fixed time frame before progress is lost progress is made through keeping things between loops, improving skills and upgrades ultimate goal is to reach increasinlgy complex systems in the city prestige in the form of moving cities, with different more difficult conditions but better opportunities for growth meta prestige in returning to previous cities to uncover other things
The player starts as a powered tower in a grid of barren / hidden land only the surrounding adjacent squares are interactable surrounding orthoganal squares are explored but not interactable the player can build and improve structures on interactable squares structures produce resources over time, including in rare cases energy all actions take an amount of time and resources every 100 days, the sun rises and destroys your city, and the loop is over there is no way to prevent this or increase the time: it always happens damage is applied to all buildings, largely destroying them damage is slightly randomised, so there is a possibility that all progress is not lost
building a structure takes time and resources squares further out from the tower take more of each most squares outside the immediate vicinity will take longer than your 100 days to build you must get upgrades to progress to push out from your tower performing actions builds skills that provide multipliers to said skills the player can also gain incremental knowledge of specific squares, increasing their performance there squares also improve their resistance to ruin over time based on the total amount destroyed: rewards focus on one squares squares with this feature can approach 100% resistance to damage, with cost approaching infinity squares can be 'stacked' by building the same building again stacked buildings are particularly susceptible to the sun so will be razed, but increase the impervious cap faster stacking improves building effects exponentially, not lineraly
all structures have effects players have a choice as to what to build players can build anything on any squares bonuses apply for buildings that are alone, and adjacent, ie. buildings have different effects depening on whether they are grouped with similar
the player starts having to manually perform actions they must gather enough energy to unlock automation a selected action is automatically repeated each day until another is chosen the player shortly unlocks a queue where actions can be chained so the player does not have to move jobs manually successive upgrades increase the length of the queue advanced upgrades enable multiple qeueus, loadout storage and more
the gameplay loop can be active or idle/incremental idle players can leave themselves on one set of actions, grinding skills and exp to perform said action faster progress is naturally capped in the form of diminishing returns: exp for low level actions approaches 0. active players can attempt to find advantageous queue setups and supplement their qeue with manual actions some manual actions/buildings have small build times but large payoffs the limited queue size means these can only realistically be used in active gameplay advanced upgrades may make these actions accessible to idle players
some squares contain permanent structures that, once built, cannot be razed these represent permanent upgrades these are spread on the map and represent a goal for the player to explore to some of them are shown, some are hidden
players may progress to the point where they can survive through the worst of every sunrise at that point they have the choice to move to a new city and start again ( prestige ) this is an important cap on complexity to prevent queue times getting too long city progress is kept in previous cities: they may choose to return and use their new skills and abilities to progress even further in that city there will be intentially
which direction to explore in what destination to aim for which actions to attempt to complete what queue to leave on idle when moving on from game what skills to focus on what squares to focus on what squares to grind and stack
game differs from other looping games in the following: the loop timing is always fixed: 100 days progression is not 100% reset every loop prestige represented by levels, not resets meta progression on player, squares AND buildings
✨ Bootstrapped with Create Snowpack App (CSA).
Ready-to-go template to create awesome websites using Tailwind on top of Snowpack and autopublish to GitHub pages using GitHub Actions.
# Bootstrap the template into a new folder called `my-app`
npx create-snowpack-app my-app --template snowpack-template-tailwind
# Enable Prettier on git-commit
cd my-app
npm run install:husky
# Start the development server
npm start
✨ Optional: Enable autopublish to get your site deployed on GitHub Pages on every commit you push.
# Bootstrap the template into a new folder called `my-app`
npx create-snowpack-app my-app --template snowpack-template-tailwind --use-yarn
# Enable Prettier on git-commit
cd my-app
yarn install:husky
- Snowpack, of course.
- Tailwind.
- Prettier.
- Force prettier on git-commit.
- Autopublish on Github Pages.
- Update the value of
homepage
inpackage.json
. It should look likehttps://<your-username>.github.io/<your-repo-name>
(no trailing slash). - Push your changes into a new GitHub repository.
- You should see an Action running on
https://github.com/<your-username>/<repo-name>/actions
- Make sure to enable GitHub pages for your repo and select the
gh-pages
branch - Give GH Pages some minutes, your site should be live on
https://<your-username>.github.io/<your-repo-name>
- Enjoy :)
Remove the .github/workflows/publish.yml
file.
Run npm run install:husky
.
Runs the app in the development mode. Open http://localhost:8080 to view it in the browser.
The page will reload if you make edits. You will also see any lint errors in the console.
Builds a static copy of your site to the build/
folder.
Your app is ready to be deployed!
For the best production performance: Add a build bundler plugin like @snowpack/plugin-webpack or snowpack-plugin-rollup-bundle to your snowpack.config.json
config file.
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