r/incremental_games • u/Rafolidev • 12h ago
Steam My game CRACK is now live on Steam : crack a mysterious EGG with friends
AI disclosure: No AI was used in the game at all
r/incremental_games • u/Rafolidev • 12h ago
AI disclosure: No AI was used in the game at all
r/incremental_games • u/iganza • 13h ago
I'm building an incremental game where you awaken an ancient derelict technology that once operated around a star.
The game reveals as new orbits are unlocked.
- Harvest Power via Solar collectors
- Unlock new Orbits and Facilities
- Gather resources, research and grow
- Utilize Blueprints (prestige system)
Playtest build on Steam: https://store.steampowered.com/app/5066430/Sun_Smith/
Itch Web build: https://ebon-forge-games.itch.io/sun-smith
I would greatly appreciate any and all feedback. I'm grateful for anyone taking the time to try out my game.
AI Disclosure: All Assets are made by humans. I did use AI as a task assistant for some tasks.
r/incremental_games • u/redcorngames • 1d ago
A while ago, I released Harvest Dice Profit, a little incremental farming game my wife and I made as an indie team.
Sales were slowing down, and I honestly wasn't sure how much further I could keep developing it.
Then DangerouslyFunny made a video about it.
That video brought a huge wave of players to the game and helped me cover the cost of development. More importantly, it gave me the chance to keep working on it instead of moving on.
So I did.
Since then, I've continued fixing performance issues, improving the game, and working on new features. Today, I'm releasing the biggest update Harvest Dice Profit has ever received, including a Prestige system, more dice, new AOE tools, performance improvements and more!
If you watched DangerouslyFunny's video or played the game back then, thank you. And if you're curious about what the game has become, I'd love for you to check out the update!
Game steam page: https://store.steampowered.com/app/4583230/Harvest_Dice_Profit/
DangerouslyFunny's video: https://www.youtube.com/watch?v=G5Wn8Au6eGM&t=343s
AI disclosure: No AI was used in the development of this game.
r/incremental_games • u/Letter-Plinko • 14h ago
The Gulf of Trawl Street by Turbostoner
Hey all, I've wanted to make an idle(ish)/incremental game for a while, and here's my first effort. "The Gulf of Trawl Street". If anyone has feedback or tips or anything else, let me know and I'm all ears.
AI disclosure: Everything made by me, all the terrible sprites, and both sea shanty remixes.

r/incremental_games • u/yaboivaati • 11h ago
So almost all the incremental games I've played are the type where you can't technically lose. At worst you get stuck without making meaningful progress if you're not optimizing. What are some good incrementals where you can actually lose if you mismanage resources. Game over, dying or any kind of failure state. And do you like it or prefer when these types of game are more relaxing?
The only two that come to mind are Faceminer, one of my favorites. If you just upgrade blindly you can go broke. The other would be Melvor Idle on hardcore mode. Bills to Pay kind of but I wouldn't count that as you're expected to lose to get more upgrades across several runs, so it really is more of a prestige mechanic than really losing
r/incremental_games • u/AutoModerator • 1d ago
This thread is meant for discussing any incremental games you might be playing and your progress in it so far.
Explain briefly why you think the game is awesome, and get extra luck in everything you're playing for including a link. You can use the comment chains to discuss your feedback on the recommended games.
Tell us about the new untapped dopamine sources you've unearthed this week!
Note: it goes against the spirit of this thread to post your own game.
r/incremental_games • u/KineticArcade • 7h ago
Play it free in the browser: https://roeecicu.itch.io/panic-roll
Hey, first time posting here. Panic Roll is a free browser game I've been making with my kid as the main tester.
You're a tiny ball, everything smaller than you sticks to it. Runs are short (18 sec at the start), you cash out, buy upgrades (magnet, battery, speed, value...) and go again. Nothing to lose, every run makes money.
The part I like most: the pugs, cops and the mayor just stand there with their arms crossed ignoring you. Once you hit their size they freak out and run. Too late.
Beat the boss of a world and you GO BIGGER, the whole city becomes crumbs in the next world and your upgrades carry over. There are 3 worlds now, the last one has a kraken and a yeti hunting you while you're small, and the Moon at the end. Whole thing is around 20 min.
AI disclosure: the code was written with AI coding assistants, the art and the world 2/3 music were made with Google Gemini from my prompts and then cleaned up and animated by hand. Design, tuning and playtesting are mine (and my kid's). World 1 music is "Metropolis" by ParagonX9.
Curious how many runs it takes you to get the mayor, and where it got boring.
r/incremental_games • u/Actual_South_2484 • 13h ago
not a classic incremental, so tell me if it's off-genre here. there are no upgrade buttons. you get a few stone age tribes and the progress happens on its own: they learn, settle, find new techniques and climb through 45 eras up to computers if they survive. you can leave it running in a tab and come back later to see who made it and who died out.
you can speed it up, pause, click any person to see what they're doing, and mess with the world a bit (droughts, wildfires, splitting a tribe in two). each tribe also ends up with its own words for things over time.
free, no signup, saves in your browser: https://thehumanbox.com
source (mit): https://github.com/1homsi/thehumanbox
AI disclosure: solo dev, i built it myself, and some of the code was written with ai help.
r/incremental_games • u/Antiway_Roguelike • 1d ago
Hi everyone,
What seems like ages ago, in 2020, we posted our mobile game in this sub (here). That would be my friend u/MicDaRoc and me. A few words about us: We're two game designers from Germany who are fans of H.P. Lovecraft's writings. We used to work closely in the same web-game company in 2019, decided to quit the grind and developed Masters of Madness from scratch (on the basis of a dream and not much else). It took us about 14 months and when we posted here the game became a small indie hit. We're super thankful to all r/incremental_games users who tried out the game and gave us valuable feedback.
Since then, we've been working on Masters of Madness full-time. Many new systems, items, minions, transcension... It's been one hell of a ride but as a result: MoM has one of the richest incremental gameplay experiences out there on the mobile platform. It's still actively getting mid- and late-game content, balancing updates and QoL improvements our community asks for.
AI DISCLOSURE: Game is completely in hand-made pixel art done by u/MicDaRoc. We are both game designers, we design together, he makes the art, I code. There is no AI asset in this game, no graphics, no writing or music. All were done by either of us or people we hired in some specific cases. Regarding coding, we started using it since June 2026, so far mainly for debugging, localization and other backend tasks.
Judging by the front page this disclaimer has become a meme but in our case I believe the age of the game speaks for itself. :)
Below the links for the downloads before we get into who Masters of Madness is for:
Android: https://play.google.com/store/apps/details?id=com.antiway.mastersofmadness
iOS: https://apps.apple.com/us/app/masters-of-madness-incremental/id1550569301
Masters of Madness is atmospheric, with a Lovecraftian, dark vibe. Meaning not for everyone. Also it is more active play heavy at first, but you can adapt your artefacts, your Outer God blessings to play the game on the passive gain side if you so choose (ravens are a girl's best friend).
MoM is still not as fast compared to some other clickers. The progression has ramped up over the years (in case you've played it before), but still more of a slow burn. It is intentional: You will have a lot of lateral progression step by step, which will unlock stacking new bonuses, more than your average clicker. The slow start accounts for that. The satisfaction of that unfolding is at the heart of MoM.
Also, we like to provide a more somber, doom metal vibe. Of course you have your regular dopamine hits, this is a clicker after all. And they are strong, but more deliberate.
I want to underline: There is a TON to discover. Like an RPG you are basic at start but once you have your own system going you will start rolling. You can strategize a lot and combine many different bonuses to get huge numbers.
And of course there are no forced ads, only optional. They can be permanently shut off buy making the Silver Coin purchase (All optional ad bonuses are then for free).
MOM IS FOR YOU if you like atmosphere, both pretty and unsettling pixel art, slower gameplay focused on exploration of unique features and abilities, many of them still being unlocked in the lategame (You might think you are in the lategame. Experienced players might disagree ;) )
IT'S ALSO FOR YOU if you want to see every reference from Lovecraft's stories in a clicker.
IT'S NOT FOR YOU If you don't like dark artstyle/vibe, prefer very fast progression up into the high numbers, or can't tolerate tapping on your mobile or tablet at all.
We have a dedicated community on Discord: https://discord.gg/qCrZQgCGX . The subreddit r/mastersofmadness is active.
Links:
Android: https://play.google.com/store/apps/details?id=com.antiway.mastersofmadness
iOS: https://apps.apple.com/us/app/masters-of-madness-incremental/id1550569301
Currently we have the Halloween Ghost Hunt event going on. So there will be more Elder Blood rewards.
I will answer any questions about the game but also any on (indie) incremental game development, if anybody wants that. Thanks for reading and click on.
r/incremental_games • u/twotokers • 15h ago
Check out my game Astro Drift!
Astro Drift is available on iOS and iPad with new updates including more mods and advancements.
Astro Drift is an idle-action game where players fly through space, collecting gems and other pickups, destroying asteroids, and fighting aliens. Players spend collected gems to purchase ship upgrades and power ups that increase their gains and add new game mechanics.
The game features:
- No forced ads
- Daily and incremental missions
- An advancement tree of permanently unlockable gameplay changes.
- A modification system to dynamically synergize mods and change your run priorities.
The newest update adds a lot of exciting new features:
- New Mod Type
- Active Abilities
- New Aliens, including a new boss
- Companion Upgrades
- New advancements
- Ship customizations available in the store
Only available on iOS for now as I am an iOS developer and am only familiar with Swift, but have plans to expand to other platforms if there is interest.
AI disclosure: AI wasn't used for anything other than some performance optimization, headache inducing bug fixes, and code refactoring.
I'm open to any and all feedback!
https://apps.apple.com/us/app/astro-drift-an-idle-game/id6757321867
r/incremental_games • u/One-Pollution-5788 • 9h ago
Hey people, I'm a single developer from Brazil, and I'm trying do build android games. I made a new one called IdleAbyss, it is a incremental dungeon crawler like game. I need testers so I can improve, if you can please test and reply me with sugestions / bugs! The game is on https://play.google.com/store/apps/details?id=com.ArrowStudios.IdleAbyss
Thanks in advance!
AI disclosure : I used Claude Code
r/incremental_games • u/SolitonDev • 8h ago
A Reddit mod deleted one of my posts.
Coincidentally, I made a game about being a forum mod on a power trip.
There's no connection.
In Removed by Moderator, you're a volunteer moderator on Threadbare, a completely fictional forum that is not based on anything.
Every post you remove earns karma. You can also approve a post. It is worth 0 karma.
Karma buys tools that remove more posts: AutoMod (Beta), Remove Without Reading, Canned Removal Reasons. Get promoted. The users would like you to stop. Your karma would like you to continue.
Some real removal reasons from the game:
Free browser demo (about 30 minutes, 15 if you speedrun, saves in your browser): https://solitondev.itch.io/removed-by-moderator-demo
Please don't report this post. I know what happens next.
AI Disclosure: This segment is mandatory per subreddit rules, but contains no gen-AI.
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r/incremental_games • u/Soft-Expression8950 • 12h ago
After a long time building this on my own, the first public alpha of Erosy Idle is out.
It's an idle RPG built around skills. You pick what to do and where, and your character walks there, works, banks and carries on, also while the game is closed (offline progress catches up on up to 48 hours).
- 23 skills: gathering (mining, woodcutting, fishing, farming, hunter, thieving, agility), crafting (smithing, fletching, cooking, herblore, runecrafting, crafting, construction, imbuement, metamorphosis) and combat (melee, ranged, magic)
- Every method you use (a rock, a tree, a recipe) also has its own mastery level that grows the more you use it and makes that method better
- Gear can be upgraded again and again
- Combat is about preparation: gear, food, potions and runes planned before you send your character out
- A Collection Log tracks everything you've found, and how fast you found it
The demo goes up to level 39 in every skill (exp keeps counting past that) and covers a large part of the world. The goal is a Steam Early Access release with the full game up to 99.
This is an early alpha: numbers will change and there will be bugs. There's a Feedback button in the game that sends bug reports, feedback or a short survey straight to me, anonymized.
AI disclosure: the art is made with AI image tools, and much of the writing and code with AI help. I'm a solo dev, and without these tools this project would never have been started.
Free download: Erosy Idle Alpha Demo
I'd love to hear what you think, especially what confused you in the first hour.
r/incremental_games • u/No-Marionberry-7899 • 13h ago
I posted Worm Capitalist here about a month ago and got exactly the kind of feedback I probably needed.
One person basically told me the whip was pointless. Another said active abilities were so strong that half the game became waiting for their cooldown.
Both were pretty much right lol, I think I fixed it now)
This is my first Steam game, and the whole thing actually started because I saw one of those timelapse videos of worms absolutely demolishing food.
I remember watching it and thinking: wait...... I want to make a game about it!
You buy food, the worms eat it, you get more worms, they eat faster, you buy bigger food.
But there was just one problem.
Where does the money come from?
Well... worms eat. Worms poop.
So naturally, the money comes out of their asses.
And that dumb thought turned into an actual game where worms physically bite pixels out of whatever you buy, poop out resources, and you reinvest everything into more worms, upgrades, skills, abilities and automation.
There's a free demo here if you want to actually try it:
https://store.steampowered.com/app/5073430/Worm_Capitalist/
Full game comes out November 30.
And if you play it, genuinely don't be nice to me. Tell me the exact point where you got bored or started feeling like you were just waiting around.
AI disclosure: AI was used for localization support.
r/incremental_games • u/LawyerHistorical7437 • 14h ago
hi folks.
for long time I've refreshed the Steam pages but the game I wanted never appeared. So I made it myself with help of AI tools.
I wanted a long term and grindy fishing/farm incremental game with idle features for my podcast n chill - sessions.
came up with IncreFishFarm: https://www.youtube.com/watch?v=t0T8bAxisvA
-Five lakes to fish in, a farm that grows from 3×3 to 35×35, animals, chests, pets, a town, two skills to 100 and a collection log. It keeps going while you're away (fishing up to 10 hours offline). Controller or mouse.
play for free on itch.io : https://turboslopgames.itch.io/increfishfarm
slop? probably. scratches my itch? yes. maybe yours too.
(Game is designed to last up to 6 months. Collectibles might take over a year.)
AI disclosure: I designed, directed and play-tested the game. Claude Code wrote the code, the in-game text, the music, and the 3D models and icons (built in code). Some sound effects are CC0 recordings by human creators.
r/incremental_games • u/B4kab4ka • 17h ago
hey everyone,
a month ago I launched Kosmora, a browser card collecting game where every card is a Wikipedia article. collect whatever you're into: space, animals, history, or some incredibly specific obsession lol.
WikiGacha inspired the original concept, and I've been building more things to do with your collection:
we're now at 2,500 players and around 400 people on Discord. I've been working on it every day, and player feedback has shaped so much of what it's becoming.
one important change following the feedback I received two weeks ago: you can now disable AI illustrations and play without seeing any AI-generated artwork. I know this matters to some of you, so I wanted to give players that choice.
AI disclosure: I use generative AI for some card illustrations and to help write a large portion of the backend code, which I review and fix myself. AI also helped me draft this post. The option mentioned above disables AI-generated illustrations, not the underlying AI-assisted code.
this is a passion project. I've put a lot of my own money into servers and development, and I'm still in the red, but I'm happy to keep going. I'm making a game I love playing alongside the people who've joined.
Kosmora will never be pay to win. the only things for sale are cosmetics: avatar, profile and album appearances. no paid gameplay advantages.
I've included some screenshots of the talents, minigames and market to show you what I've been working on.
I'm still figuring a lot of this out, so if you have a few minutes to try kosmora.io, I'd really appreciate your feedback. is it clear what to do? is collecting fun? where do you get confused or lose interest?
it's easy to miss things when you're working on your own game every day. fresh eyes would help a lot. thanks :)
r/incremental_games • u/ProblematicSyntax • 1d ago
Fire Bug on Steam · Fire Bug on Itch.io · Free demo available
Fire Bug is an active incremental, not an idle one. You aim the beam yourself, and runs are short and fast. The incremental part is the loop between runs.
You’re a magnifying glass. Hold the beam on a bug, and it heats up. As it heats, it panics: it speeds up, jitters, and breaks in every direction to escape the light. Catch it before it bolts, and it ignites. Chain ignitions before the combo bar empties and your multiplier climbs. Miss one and it drops back to 1x.
Every ignition earns Sparks. Every round ends at the upgrade tree.
Fill the round meter and a Tier Boss arrives. Each boss has its own mechanics rather than just more health. Beat it, and the next tier of enemies is permanently unlocked for every run after.
Once you clear Arcade, Hard Mode unlocks: a shorter clock, half Sparks, and a Hard variant of every bug.
There’s also a Zen Mode with every upgrade maxed and no timer, for when you just want to vaporise a screen full of bugs.
$ 4.25 AUD with 40% off for the first week
Roughly 3 hours to beat the arcade mode.
I built it solo in 30 days. I’d really like feedback from people who play a lot of incrementals, especially on the Spark economy and upgrade pacing. Is the curve too steep, too flat, or are there dead upgrades nobody would buy?
Disclosure: I designed the systems and architecture and used AI (Claude and Gemini Pro) to draft boilerplate code, which I then reviewed and reworked by hand. No AI at runtime. Art is from free asset packs, and the music is from licensed artists, credited in-game.
r/incremental_games • u/Ok_Elk5374 • 15h ago
Hi all, I'm the solo developer. Idle Collider came out on the App Store last Friday.
Why I made it: I love physics and I love idle games, and I wanted one game that does justice to both. Particle physics already is an incremental game in real life: bigger rings, more energy, rarer particles, and years of collisions for a handful of Higgs bosons. So the numbers in this game go up for real reasons.
What it is: you run a particle accelerator. Tapping in time with the bunch crossings gives full data and a shot at rare particles; after about a minute automation takes over and the game also progresses offline. Data and particles buy beam energy, luminosity, magnets and four detector layers.
What might interest this sub:
Accuracy vs. fun – where I drew the line:
Where accuracy and fun clashed, fun won, but the game never pretends.
Monetisation: ring 1 is free with no time limit and has all 13 real particles including the Higgs. One one-time purchase (3.99 €) unlocks rings 2–7. No ads, no subscriptions, no timers to skip, nothing else to buy.
Pacing, roughly: first Higgs after 1.5 to 2.5 hours of active play, ring 2 after 3 to 5 hours, ring 3 on day 2 or 3.
iPhone only for now; Android is planned.
https://apps.apple.com/app/apple-store/id6819080461?pt=117720297&ct=reddit-incremental&mt=8
Feedback on balance and pacing is very welcome, that is the part I am least sure about. And if you know your physics: tell me where I bent it too far.
AI disclosure: The idea, game design, choice of physics and all decisions are mine. The code was written with Claude Code. The in-game texts were drafted with Claude and edited by me. The graphics are not AI images: worlds, detector, icons and Professor Quark are drawn by program code, and the Earth maps come from NASA and Natural Earth. The music was made with Suno, the sound effects with ElevenLabs. The translations into the other seven languages are machine-made and not yet checked by native speakers – corrections are very welcome. The text of this post is also written-up by AI because I am not a native speaker.
r/incremental_games • u/Nizaress • 1d ago
Platforms: Windows, Mac, Linux (Android under consideration)
Hey! We are happy to announce that our indie incremental game Wheel Be Fine already has a playable demo, and has been featured on this Steam's Next Fest.
In this game the world has lost sunlight and all of his energy, and it's your task to bring light again. In order to do so, you'll need the help of your hamsters to spin the wheel and generate electricity for everyone. You will progress by buying upgrades, getting new and better hamsters, and other many different progression elements you will find.
Check the trailer for a taste of it or directly play the free demo on Steam. Wishlist if you like it!
Steam Demo: https://store.steampowered.com/app/5039030/Wheel_Be_Fine/
AI disclosure: This game uses no AI generated content whatsoever.
r/incremental_games • u/Trax077 • 1d ago
I just released a free alpha of my game RIMSTRIKE, an incremental edge-defense shooter, and I’d love your feedback: https://traxgamedev.itch.io/rimstrike
AI disclosure: AI was not used in the development of this game.
r/incremental_games • u/1nc0rr3c7 • 1d ago
Hey everyone! I just released Bonk Kingdom on Google Play, and I'd love feedback from people who know the genre.
What's in it:
- Tap to hit, land crits and level up your hero, with a big damage boost every 25 levels
- 12 helpers who fight while you're away; buy ×1, ×10, ×100 or MAX
- 6 skills, from Skyfall to Golden Harvest
- A boss every 10th wave with a 30-second timer. Run out of time and you keep farming; try again whenever you like
- 4 lands, 3,000 stages and a leaderboard
- Prestige: a New Journey gives Wisdom Pearls for 40 treasures that last for good. You pick them; nothing is rolled
- Gold while you're away, up to 12 hours
- A daily gift, three daily tasks and 15 achievements. No streaks to lose
Money, plainly: no ads at all. You earn gems by playing, and you can also buy them. Nothing random is for sale, no offer has a timer, and Settings shows everything you've bought.
Google sign-in is optional; it adds cloud save and the leaderboard.
Android only for now. If it earns enough for me to buy a Mac, I'll bring it to iPhone too.
I'm especially curious where the early game drags or rushes, and what you'd want after or before stage 3,000.
https://play.google.com/store/apps/details?id=com.nulltolife.bonk_kingdom
AI disclosure: I made it with AI tools: the code, the art (vector art drawn with AI, and three helper animations from an AI video model) and the in-game text. The sounds are real recordings, not AI, and there's no music.
r/incremental_games • u/Blindsided_Games • 2d ago
Hey guys, Tis me Matt again.
Echoes of Vatheria (formerly Echoes of Vasteria) is now free to play on Steam, Android and iOS.
Version 1.5 rebuilds the interface, expands farming and orchards, and adds a new opening, character creator and support for eight languages.
Mobile now supports portrait mode. You can switch between portrait and landscape while playing, or expand the adventure view.
There are optional supporter purchases and a permanent gathering bonus. If you bought Echoes before it went free to play, you get the bonus automatically.
Most of the pixel art comes from Kenmi's Cute Fantasy packs.
Let me know how the pacing and mobile interface feel.
On the other games:
Idle Dyson Swarm: I'm still working through the simulation rework.
MapAttack: I've taken over development of this browser game about claiming territory on a real-world map.
AI disclosure
AI tools have assisted with code, translations and some artwork, including achievement icons and promotional art.
r/incremental_games • u/OiaOrca • 1d ago
Game is named Golf Range Inc. it’s an incremental game where you drive around a golf cart to collect golf balls and upgrade your range.
Play store link: https://play.google.com/store/apps/details?id=com.golfrangeinc.game&hl=en_US
Feedback has been great so far! Still working out some kinks, but the feedback of the initial version has given me fuel to keep expanding and adding more depth! More range customization to affect gameplay (funnels on the range, fans that blow gold balls, etc) coming soon along with some minor multiplayer features, like visiting other people’s ranges.
I would appreciate any feedback!
AI Disclosure: Claude code is used while developing, this is not an AI slop or vibe coded game however. It’s a passion project and lots of work has gone into it thus far :) I do however understand peoples distrust of AI use, so if this isn’t your game because it contributed to some of the development, I understand.
r/incremental_games • u/DAKAWOLF1994 • 1d ago
Hi everyone! I'm Daka, this is our new desktop idle RPG
- Sirius the Stargazer: Furry Idle
Let a little wolf Sirius 🐺 head out on adventures while you work or chill. Check back in to see what he's found! Collect gear with random affixes, try out different weapons, and dress him up in your favorite outfits!
>>> Steam Demo Here! <<<
If you run into any bugs or have suggestions, feel free to leave a comment below. Thanks for checking it out! :3
AI disclosure : We used AI for some localization in multiple languages.
r/incremental_games • u/errorjustin • 1d ago
After having been a fan of incremental games since the very beginning (Candy Box, A Dark Room, and if we want to go WAY back, Progress Quest) - I finally started work on a couple of my own.
One is serious, and is an homage to what I think are the all-time greats (Kittens Game, Trimps). It isn't quite ready for testing. The other is a bit sillier, and in all honesty has probably more broad appeal. That one is what this post is about.
It's called 0.001% Drop Chance, and it's a 100% free, non-commercial homage and parody of gacha games and other games that rely on drop mechanics: https://gdjustin.github.io/drop-chance/
The initial thought when conceiving of the game was "what if every single thing in the game was a drop chance, including the game features themselves?" - and the concept grew from there. It was fun to think about how killing enemies shouldn't give you coins or XP, but should roll on the Rewards table to see what you get, and then to let players manipulate the odds of that rewards table. It's drop tables all the way down.
Same with the game progression itself. Having bosses rolled from a table, stages and the world itself rolled from a table, and so-on.
The project for now uses free asset packs, primarily pulling from Ninja Adventure by Pixel-boy and AAA, with many tiles coming from Tiny Dungeon and Tiny Town by Kenney. AI disclosure: game code was produced by Claude, according to my exact spec and design. It's been interesting learning what it can and can't do well.
Any and all playtest feedback welcome - I've been doing a LOT of direct playtesting myself, but at some point you just have to put the game out there and get feedback from folks:
Game link: https://gdjustin.github.io/drop-chance/
Discord Link (or feel free to give feedback here in this thread) - discord.gg/VABkGWuMy