Journey to Incrementalia

Journey to Incrementalia

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Some Suggestions Thread
Hello,
I've just finished NG+2 and, seeing that the developer is active on the Steam forums, I wanted to share some feedback—both good and bad. I had a great time with the game, and beneath its humble visuals, it offers a truly engaging experience.

👍 The Good
  • Free respec for both prestige and skill points – This is superb! It allows players to adapt to different wall modifiers and freely experiment with different builds.
  • Good variety of builds and themes – There are multiple viable paths, making experimentation fun and rewarding.
  • Well-designed UI with plenty of tooltips – The information provided is clear and helpful.
  • The game doesn’t overstay its welcome – The pacing feels just right.

👎 The Bad
  • UI elements anchoring in windowed mode is problematic – I usually play in windowed mode at around 1600x900 (on a 1920x1080 monitor), and many UI elements get clumped together or hidden behind others.
    • Example: The "Reset Skills" button was only visible when I expanded the window's width.
    • Another issue: The Prestige Skills tab is hidden under "Damage Sources."
  • Unclear distinction between additive and multiplicative modifiers – It's difficult to tell which bonuses are additive and which are multiplicative.
    • Based on my playtime, items and prestige bonuses seem multiplicative, while the rest appear additive.
    • I’d suggest adopting a system similar to Diablo 4, where additive modifiers are shown as x30[+] and multiplicative as x30[x] (or a similar clear notation).

Additional Gameplay Feedback (Current Build 1.24)
  • Captains and Bards feel best when it comes to multiplier gain for high NG levels – Other multiplier mechanics like Rupture/Fracture don’t seem to compare, as each Captain or Bard provides ~100x damage multipliers.
  • Mana generation: Golem dominates all other options – It far outperforms alternative mana generation methods.
  • Thematic synergies are interesting and could be expanded –
    • Like the passive that boosts Dragons based on Cultist count or the item that enhances Archdevils and Angels.
    • More of these cross-theme interactions would be fantastic!
  • Click/focus talents and mana amplification fall off hard in late-game – Even when maxed, they feel like a waste of skill points.
    • Fireball does scale with mana, but it scales even better with Sorcerers, Mana Golems, and Captains/Bards.
  • Even with 10 prestige points in +10 skill points spent, there aren't enough points to cap all relevant upgrades.
  • Sacrifices and Unit Generation tooltip improvement idea: Currently summoning units says that they are 'Summoning X cultits per Minute' but units that 'eat' other units says 'Sacrificing a Cultist every 5 second'. Would be very nice to keep the timeframe in tooltips to either minutes or seconds (with fractional numbers). E.g. an lvl 20 cult recruiter generates 45 cultits/min, so it generates 0.75 cultist per second. Archdevil eats 1 cultist per 5 second, so it eats 0.2 cultist per sec. Comparing 0.2 to 0.75 at a glance is way easier then comparing 45/min to 1 per 5 sec.
  • Dragon and Bard math tooltip improvements idea: Similar to the above calculating how much bards or dragons are 'optimal' could be done by game, in tooltips. For example, people calculate the optimal number of dragons to be 16-17 before each further dragon lowers the DPS, because seemingly the penality is multiplicative while the bonus for other units is addative.

    Overall, I really enjoyed the game, and I appreciate the depth of the mechanics. Looking forward to future updates!
Last edited by Draken; Feb 1 @ 4:32am
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Showing 1-1 of 1 comments
Adam Travers  [developer] Feb 1 @ 2:04pm 
Hey! I really appreciate this! There are some great suggestions here and you've given me a lot to think about. Improvements on the sacrifice unit generation/dragons tooltip are great ideas and something I'll probably add soon.

Thanks also for the kind words!
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