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That calculator is quite interesting. Much more in-depth than mine, as I'm just doing the math as if they were spheres. It could indeed use a few more intermediate log entries, but on the other hand, that's when even the exponential growth really picks up.

I do hope you keep working on your abandoned project, if only because I still want to see a proper cookie clicker-style BE game. After all, I'm the one who made this one, so playing it isn't nearly as effective for me :')

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Yeah, I ended up modifying his calculator to add other units of measurements in there as well for size descriptors.  It was pretty helpful with my game.

My game I ended up stopping working on because it got too bloated (in not a good BE way),  I needed to really refine it's focus, but working around the bloat was complicated.   In some ways there were a lot of similar things, such as milk as a currency, and eventual BE of others besides the MC, but the other's BE was part of the game mechanics - and where a lot of the bloat was coming into play because there was interactivity and such to it.  Your use of different research currencies, massage vs milk, and Earth's govt saying "no more BE allowed" added depth without all of that complexity overhead.

Your game really gave me a lot of ideas, I might pick it back up some day, but I have some other projects I'm wanting to work on as well.   I'd love to keep in touch and help on future BE-games of yours, or bounce ideas and such off one another.  Feel free to message me on DA/Discord/Twitter, I've got the same name as on here.

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Will do, and bloat is certainly an issue. This isn't the first BE game I've worked on, and the other one has the potential to be larger.

...Game-length-wise, it'll be around the same size as this one. However, most of the work was done back when my mastery of twine was links, variables, and if statements, which is... not what went into this one. I'll have to redo most of it if I want to get it finished, and even then I think it'll lack the sheer beauty of this one.

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Yeah, my old code for that game was pretty janky too.  I was doing it all on Unity as that's the engine I'm most familiar with, and... let's say there were some not performance-friendly ways I had coded things.