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A jam submission

IncrementoView game page

Incremento is a Incremental Game made for Summer Incremental Game Jam 2026
Submitted by Hinip — 17 hours, 2 minutes before the deadline
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Incremento's itch.io page

Results

CriteriaRankScore*Raw Score
Theme (How well the game fits the jam's theme)#172.3332.333
Uniqueness (Origniality of the game)#271.8331.833
Balance (Pacing of the game)#281.3331.333
Fun (Overall enjoyment)#281.2221.222
Overall#281.6811.681

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Good job getting anything made within two weeks, it's shorter than it sounds!

Llama's already given a ton of feedback and I saw your devlogs, so I won't bother repeating things you've probably already fixed. Just one note on clicking is that it's always good to include a "hold to autoclick" (like 10x per second) function. Otherwise the player's just going to bust out their 100 clicks/second autoclicker and beat the game in a few minutes. Other nice-to-haves would be seeing the price of upgrades at a glance (without having to hover) and I'm not sure your save function works? I hit save after completing the game, but refreshing the page put me back to the start again.

Submitted

I liked this game, I think it's a cool concept and it fits the theme really well. The two universes working together helps me realize some things I should have done better in my own submission, haha

Overall, here are my notes:

- The UI could use a bit of love. Things like the points counter after each run for example not being centered with the three buttons; the shop window having elements all over with little cohesion or alignment, etc.

- The same grey boxes & buzzer SFX are used in many places, this is quite noticeable with the buzzer since it's loud and unpleasant. Maybe it could be a quiet sound with some VFX as well? (I was hearing it A LOT until I realized you can hover to see what each thing costs...should have read the description first! My bad.)

- I think unlocking more slots sooner would be nice, to see the number boom exponentially more quickly. Even if the higher tier upgrades costed much more to compensate, it would be fun to have three tier-1 red items within the first 5 cycles instead of taking like ~10 cycles to unlock the second slot alone

- It would be really nice QOL if the red items would all stay selected, and if they had the same friendly names they have in the shop ('multiplier 1' instead of 'multi_red_1' for example).  Another nice QoL would be the ability to play again immediately without visiting the shop if you know you don't have enough to buy an upgrade & don't have any slots free

- I think it would be really cool if there were upgrades that could blend the two universes together. For example a blue upgrade that slightly increases the red mult with each click (say 0.05x), or a red upgrade that periodically adds some amount to the blue counter based on your current red mult? Maybe purple upgrades that impact both depending on each of them (e.g., less effective if the balance is too lopsided)?

- The red upgrades seem to all add to their mult every 5 seconds exactly, so it's fairly easy to math out exactly the optimal upgrade setup... I think it would be cool and dynamic if the red upgrades operated on a range, say every 3 to 7 seconds. Maybe the higher tier upgrades could have faster intervals but less of a boost to the multiplier itself, even? I dunno.

Take it all with a grain of salt, I'm a total noob in this genre. Just figured I'd give ya my 2 cents!