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STOPSIGNS GITHUB
StopSigns github. This is the personal github of James Kaplan. My other online handles are Phurple (Kongregate) or Stop_Sign (Reddit/Discord). Links are top to bottom for how worthwhile it TERRAFOLD - GITHUB PAGES Total Plants: 0.00. Oxygen Produced: 0.000. Total Plants equilibrium is equal to Soil amount. Plants each take 1 water to grow. If you have less equilibrium, smaller plants die first. Ferns grow slower the closer the Total Plants are to equilibrium. .1% of Water per tick goesback to the Lake.
PULL OF WAR
10. Fill up your territory with unit producing buildings! This will decide which order your units spawn over the level! Click the spawn list to remove a building! Barracks. 10. Lumber Yard. 20. Sell Land for Construction Workers.PROGRESS BARS
Progress Bars. Toggle Progress Movement Visibility. Toggle Start / Stop. Toggle Next Color. Toggle Progress Visible. { {fps}} fps. To mass-buy, click a button then hold Enter. If you want patterns, not gameplay (won't be in final version): +1k.FEATURE QUEST
per 500ms, always. Unlocks more upgrades. Global reduction of upgrade prices. Have you been awake this whole time? , gain a sleep bonus and a small chance to find a Water Bottle. The sleep bonus goes up slowly, and pushes against its max even slower. It affects. gain.PROGRESS BARS
10K. 1. To mass-buy, click a button then hold Enter. 1% of current resources will transfer to the next progress bar upon completion. Level 2 gives +5% speed, 3 gives +6%, 4 gives +7%, 5 gives +8%, etc. If speed is high enough, visible speed is reduced by 10, but all gains are unchanged. There is full saving every few seconds, and the gameworks
SKILLS - STOPSIGNS GITHUB Journey of an Idiot. Skills. Created by: NANOSPREAD - GITHUB PAGES Nanospread. Click on the starting Square and upgrade it. Point it at the Square you want to activate next. Cost goes up every bonus level, but nanite production doubles. The first bonus level is at 10, then every 25, increasing later. Every second, a Square generatesKING'S PERFECT WAR
Non-rounded Soul Crystals: 0. When you restart a map, you receive 1 Soul Crystal for every 10000 gold remaining. 250. Mana. Start with 250. Current max is 250. Play. Restart. IDLE LOOPS - GITHUB PAGES1. 5. 10
STOPSIGNS GITHUB
StopSigns github. This is the personal github of James Kaplan. My other online handles are Phurple (Kongregate) or Stop_Sign (Reddit/Discord). Links are top to bottom for how worthwhile it TERRAFOLD - GITHUB PAGES Total Plants: 0.00. Oxygen Produced: 0.000. Total Plants equilibrium is equal to Soil amount. Plants each take 1 water to grow. If you have less equilibrium, smaller plants die first. Ferns grow slower the closer the Total Plants are to equilibrium. .1% of Water per tick goesback to the Lake.
PULL OF WAR
10. Fill up your territory with unit producing buildings! This will decide which order your units spawn over the level! Click the spawn list to remove a building! Barracks. 10. Lumber Yard. 20. Sell Land for Construction Workers.PROGRESS BARS
Progress Bars. Toggle Progress Movement Visibility. Toggle Start / Stop. Toggle Next Color. Toggle Progress Visible. { {fps}} fps. To mass-buy, click a button then hold Enter. If you want patterns, not gameplay (won't be in final version): +1k.FEATURE QUEST
per 500ms, always. Unlocks more upgrades. Global reduction of upgrade prices. Have you been awake this whole time? , gain a sleep bonus and a small chance to find a Water Bottle. The sleep bonus goes up slowly, and pushes against its max even slower. It affects. gain.PROGRESS BARS
10K. 1. To mass-buy, click a button then hold Enter. 1% of current resources will transfer to the next progress bar upon completion. Level 2 gives +5% speed, 3 gives +6%, 4 gives +7%, 5 gives +8%, etc. If speed is high enough, visible speed is reduced by 10, but all gains are unchanged. There is full saving every few seconds, and the gameworks
SKILLS - STOPSIGNS GITHUB Journey of an Idiot. Skills. Created by: NANOSPREAD - GITHUB PAGES Nanospread. Click on the starting Square and upgrade it. Point it at the Square you want to activate next. Cost goes up every bonus level, but nanite production doubles. The first bonus level is at 10, then every 25, increasing later. Every second, a Square generatesKING'S PERFECT WAR
Non-rounded Soul Crystals: 0. When you restart a map, you receive 1 Soul Crystal for every 10000 gold remaining. 250. Mana. Start with 250. Current max is 250. Play. Restart. IDLE LOOPS - GITHUB PAGES1. 5. 10
PROGRESS BARS
Progress Bars. Toggle Progress Movement Visibility. Toggle Start / Stop. Toggle Next Color. Toggle Progress Visible. { {fps}} fps. To mass-buy, click a button then hold Enter. If you want patterns, not gameplay (won't be in final version): +1k.INCREMENTAL QUEST
Better Idle Advantages New system: EXP and Levels EXP gain is (Idle JPGain)^.5
GITHUB PAGES
GitHub Pages {{fps}}REAP AND SOW
Reap and Sow - GitHub PagesSTOPSIGNS GITHUB
StopSigns github. This is the personal github of James Kaplan. My other online handles are Phurple (Kongregate) or Stop_Sign (Reddit/Discord). Links are top to bottom for how worthwhile it TERRAFOLD - GITHUB PAGES Total Plants: 0.00. Oxygen Produced: 0.000. Total Plants equilibrium is equal to Soil amount. Plants each take 1 water to grow. If you have less equilibrium, smaller plants die first. Ferns grow slower the closer the Total Plants are to equilibrium. .1% of Water per tick goesback to the Lake.
PULL OF WAR
10. Fill up your territory with unit producing buildings! This will decide which order your units spawn over the level! Click the spawn list to remove a building! Barracks. 10. Lumber Yard. 20. Sell Land for Construction Workers.FEATURE QUEST
per 500ms, always. Unlocks more upgrades. Global reduction of upgrade prices. Have you been awake this whole time? , gain a sleep bonus and a small chance to find a Water Bottle. The sleep bonus goes up slowly, and pushes against its max even slower. It affects. gain. SKILLS - STOPSIGNS GITHUB Journey of an Idiot. Skills. Created by: NANOSPREAD - GITHUB PAGES Nanospread. Click on the starting Square and upgrade it. Point it at the Square you want to activate next. Cost goes up every bonus level, but nanite production doubles. The first bonus level is at 10, then every 25, increasing later. Every second, a Square generatesKING'S PERFECT WAR
Non-rounded Soul Crystals: 0. When you restart a map, you receive 1 Soul Crystal for every 10000 gold remaining. 250. Mana. Start with 250. Current max is 250. Play. Restart.PROGRESS BARS
If you want patterns, not gameplay (won't be in final version): +1k.+50k
PROGRESS BARS
10K. 1. To mass-buy, click a button then hold Enter. 1% of current resources will transfer to the next progress bar upon completion. Level 2 gives +5% speed, 3 gives +6%, 4 gives +7%, 5 gives +8%, etc. If speed is high enough, visible speed is reduced by 10, but all gains are unchanged. There is full saving every few seconds, and the gameworks
IDLE LOOPS - GITHUB PAGES1. 5. 10
STOPSIGNS GITHUB
StopSigns github. This is the personal github of James Kaplan. My other online handles are Phurple (Kongregate) or Stop_Sign (Reddit/Discord). Links are top to bottom for how worthwhile it TERRAFOLD - GITHUB PAGES Total Plants: 0.00. Oxygen Produced: 0.000. Total Plants equilibrium is equal to Soil amount. Plants each take 1 water to grow. If you have less equilibrium, smaller plants die first. Ferns grow slower the closer the Total Plants are to equilibrium. .1% of Water per tick goesback to the Lake.
PULL OF WAR
10. Fill up your territory with unit producing buildings! This will decide which order your units spawn over the level! Click the spawn list to remove a building! Barracks. 10. Lumber Yard. 20. Sell Land for Construction Workers.FEATURE QUEST
per 500ms, always. Unlocks more upgrades. Global reduction of upgrade prices. Have you been awake this whole time? , gain a sleep bonus and a small chance to find a Water Bottle. The sleep bonus goes up slowly, and pushes against its max even slower. It affects. gain. SKILLS - STOPSIGNS GITHUB Journey of an Idiot. Skills. Created by: NANOSPREAD - GITHUB PAGES Nanospread. Click on the starting Square and upgrade it. Point it at the Square you want to activate next. Cost goes up every bonus level, but nanite production doubles. The first bonus level is at 10, then every 25, increasing later. Every second, a Square generatesKING'S PERFECT WAR
Non-rounded Soul Crystals: 0. When you restart a map, you receive 1 Soul Crystal for every 10000 gold remaining. 250. Mana. Start with 250. Current max is 250. Play. Restart.PROGRESS BARS
If you want patterns, not gameplay (won't be in final version): +1k.+50k
PROGRESS BARS
10K. 1. To mass-buy, click a button then hold Enter. 1% of current resources will transfer to the next progress bar upon completion. Level 2 gives +5% speed, 3 gives +6%, 4 gives +7%, 5 gives +8%, etc. If speed is high enough, visible speed is reduced by 10, but all gains are unchanged. There is full saving every few seconds, and the gameworks
IDLE LOOPS - GITHUB PAGES1. 5. 10
SKILLS - STOPSIGNS GITHUB Journey of an Idiot. Skills. Created by:PROGRESS BARS
If you want patterns, not gameplay (won't be in final version): +1k.+50k
GITHUB PAGES
GitHub Pages {{fps}}REAP AND SOW
Reap and Sow - GitHub PagesSTOPSIGNS GITHUB
StopSigns github. This is the personal github of James Kaplan. My other online handles are Phurple (Kongregate) or Stop_Sign (Reddit/Discord). Links are top to bottom for how worthwhile it TERRAFOLD - GITHUB PAGES Total Plants: 0.00. Oxygen Produced: 0.000. Total Plants equilibrium is equal to Soil amount. Plants each take 1 water to grow. If you have less equilibrium, smaller plants die first. Ferns grow slower the closer the Total Plants are to equilibrium. .1% of Water per tick goesback to the Lake.
PULL OF WAR
10. Fill up your territory with unit producing buildings! This will decide which order your units spawn over the level! Click the spawn list to remove a building! Barracks. 10. Lumber Yard. 20. Sell Land for Construction Workers.FEATURE QUEST
per 500ms, always. Unlocks more upgrades. Global reduction of upgrade prices. Have you been awake this whole time? , gain a sleep bonus and a small chance to find a Water Bottle. The sleep bonus goes up slowly, and pushes against its max even slower. It affects. gain. SKILLS - STOPSIGNS GITHUB Journey of an Idiot. Skills. Created by: NANOSPREAD - GITHUB PAGES Nanospread. Click on the starting Square and upgrade it. Point it at the Square you want to activate next. Cost goes up every bonus level, but nanite production doubles. The first bonus level is at 10, then every 25, increasing later. Every second, a Square generatesPROGRESS BARS
Progress Bars. Toggle Progress Movement Visibility. Toggle Start / Stop. Toggle Next Color. Toggle Progress Visible. { {fps}} fps. To mass-buy, click a button then hold Enter. If you want patterns, not gameplay (won't be in final version): +1k.KING'S PERFECT WAR
Non-rounded Soul Crystals: 0. When you restart a map, you receive 1 Soul Crystal for every 10000 gold remaining. 250. Mana. Start with 250. Current max is 250. Play. Restart.PROGRESS BARS
To mass-buy, click a button then hold Enter 1% of current resources will transfer to the next progress bar upon completion Level 2 gives +5% speed, 3 gives +6%, 4 gives +7%, 5 gives +8%, etc. IDLE LOOPS - GITHUB PAGES1. 5. 10
STOPSIGNS GITHUB
StopSigns github. This is the personal github of James Kaplan. My other online handles are Phurple (Kongregate) or Stop_Sign (Reddit/Discord). Links are top to bottom for how worthwhile it TERRAFOLD - GITHUB PAGES Total Plants: 0.00. Oxygen Produced: 0.000. Total Plants equilibrium is equal to Soil amount. Plants each take 1 water to grow. If you have less equilibrium, smaller plants die first. Ferns grow slower the closer the Total Plants are to equilibrium. .1% of Water per tick goesback to the Lake.
PULL OF WAR
10. Fill up your territory with unit producing buildings! This will decide which order your units spawn over the level! Click the spawn list to remove a building! Barracks. 10. Lumber Yard. 20. Sell Land for Construction Workers.FEATURE QUEST
per 500ms, always. Unlocks more upgrades. Global reduction of upgrade prices. Have you been awake this whole time? , gain a sleep bonus and a small chance to find a Water Bottle. The sleep bonus goes up slowly, and pushes against its max even slower. It affects. gain. SKILLS - STOPSIGNS GITHUB Journey of an Idiot. Skills. Created by: NANOSPREAD - GITHUB PAGES Nanospread. Click on the starting Square and upgrade it. Point it at the Square you want to activate next. Cost goes up every bonus level, but nanite production doubles. The first bonus level is at 10, then every 25, increasing later. Every second, a Square generatesPROGRESS BARS
Progress Bars. Toggle Progress Movement Visibility. Toggle Start / Stop. Toggle Next Color. Toggle Progress Visible. { {fps}} fps. To mass-buy, click a button then hold Enter. If you want patterns, not gameplay (won't be in final version): +1k.KING'S PERFECT WAR
Non-rounded Soul Crystals: 0. When you restart a map, you receive 1 Soul Crystal for every 10000 gold remaining. 250. Mana. Start with 250. Current max is 250. Play. Restart.PROGRESS BARS
To mass-buy, click a button then hold Enter 1% of current resources will transfer to the next progress bar upon completion Level 2 gives +5% speed, 3 gives +6%, 4 gives +7%, 5 gives +8%, etc. IDLE LOOPS - GITHUB PAGES1. 5. 10
PROGRESS BARS
Progress Bars. Toggle Progress Movement Visibility. Toggle Start / Stop. Toggle Next Color. Toggle Progress Visible. { {fps}} fps. To mass-buy, click a button then hold Enter. If you want patterns, not gameplay (won't be in final version): +1k.INCREMENTAL QUEST
Better Idle Advantages New system: EXP and Levels EXP gain is (Idle JPGain)^.5
GITHUB PAGES
GitHub Pages {{fps}}REAP AND SOW
Reap and Sow - GitHub Pages This is the personal github of James Kaplan. My other online handles are Phurple (Kongregate) or Stop_Sign(Reddit/Discord).
Links are top to bottom for how worthwhile it is to click them.GAMES TO PLAY
Idle Loops
My 13th and my most playable and popular game. About 4 weeks playtime available. ~150 hours development time. After scripting ItRtG and NGU so much, I wanted to capture that feeling of small tweaks to a complicated process rather than actually playing the complicated process. This game is substantially different than my others in number flow as a result, as it's a different perspective on idle games. I was far more ambitious with the autogeneration code this time, making it very easy to add actions. This is the first time I created a discord community, which ended up being a *massive* deal and taught me a lot. I won the 2018 Most Interesting New Mechanic award in /r/incremental_games for this one.King's Perfect War
14th game.
Still in development, but nearly done. ~160 hours development time. I took all the feedback I got about Loops and made a game trying to address everything. Unfortunately, I made it a little too complicated. It doesn't quite feel like an idle game, even if it still has itsmerits.
This is a closed-system game, like Nanospread, where I want additional content to be heavily based on level design. It achieves that very well, but getting to that point takes a bit. Easily the best code I've written though, coming off of the feedback/help I got with Loops.Nanospread
My 11th attempt, and my only one fully posted so far. Has about 1 week of playtime, enjoy! ~80 hours development time. Inspired by the failures of Progress BarQuest v2.
Abandoned because the next set of changes require a deep refactoring. My first time coding with someone else - there are a few pull requests in the history made by him, and stats is 100% him. Got 30k pageviews according to Google Analytics.Terrafold
My 12th game attempt. Has a few days of playtime, but is a bit more confusing than my othergames.
~100 hours development time. My attempt to make an idle game with a much longer rebirth cycle. It was so long, in fact, that I got bored of coding it before I got tothe rebirth cycle.
Balance issues are also a pain in this game. I just have too manyvariables.
The flow of numbers comes from liking the fundamental formula of Nanospread so much that I wanted to experiment with it I wanted to add logarithmic-based dynamic graphics in the background, which is why things are so spread out. The code is clean, and the idea is ~40 hours away from being wrapped up, so maybe someday. EDIT: the code is not clean Progress Bar Quest v2 Fun with progress bars. ~35 hours of work or so. This is my sixth game. It uses angular.js for the two-way binding. Color changes based on the level of each progress bar. This is a better attempt at visualizing propagation.Pull of War
My most developed game. When you load, you'll be on "Unit Spawning" - click Barracks, then Battle to start the game. This game has saving, but no offline progress. It works at full speedin another tab.
I've spent ~100 hours on this total. It is my fourth attempt at agame.
The idea came from Desert Strike, a custom game in SC2, and other suchTug of War games.
It uses angular.js, but only for two-way binding - I'm not a fan of the organization that angular brings. Many of the graphics are "placeholder". This game is a statement of what I can and cannot do, and I'm no graphics artist. The aspect of idle games that I'm focusing on is needing to watch the game in order to know where to spend your money. Progress Bar Quest v1 Fun with progress bars, the first attempt. This game no saving, and sort-of works in another tab. It goes too fast to make sense of things eventually, but doesn'tcrash.
~20 hours of work or so. This is my fifth game. I saved this because I enjoy the color progression better than the v2. It uses angular.js for the two-way binding. This was also my first attempt at passing functions as parameters. Colors change based on how much boost a progress bar has. Give 'em more boost for pretty colors. This was my attempt at visualizing propagation. It turns out it's terrible at that, but it's a fascinating result regardless.Square
A simple idle game with pretty colors. This game no saving, and doesn't. It lasts infinitely. ~10 hours of work or so. This is my seventh game. I got frustrated with how much work these games take, so I experimented with what the minimum means. This is a game with a single button and no numbers. I learned a lot about patterns and colors with this. A 5x5 grid works *far* better than a 4x4 or 6x6. I've watched this run for longer than I spent time on it. It was a success from that perspective. My most "art"-like game. I think it's pretty. No plans for changing itin the future.
Incremental Quest
A clicker game.
This game has saving, and the idle elements work in another tab. ~40 hours of work or so. This is my first game attempt. Using a single .html file and a single .js file, with no librarieswhatsoever.
This was my attempt at creating elements I hadn't seen before inexisting games.
The main goal of coding it was to keep numbers low - costs less than 6 digits - for the duration of play. The UI is modeled off of Cookie Clicker. I abandoned it because it was too much work to add another piece fornot a lot of play.
I wanted to create guide-rails for play, like Cookie Clicker or AdCap, but I got bored of how much coding that required. I learned a *lot* about game making from this. Feel free to use an auto-clicker on it. I know I am.Feature Quest
A slow clicker game. This game has saving, and the idle elements work in another tab. ~30 hours of work or so. This is my second game attempt. The first upgrade costs 500 resource1_1, so keep clicking "Exert Yourself". More unlocks with more resource1_1. The game picks up a lot on the 15000 costing upgrade to unlock Stroll. It has the upgrade price reduction carryover from the first attempt. I actually split my javascript into multiple files! I did it poorlythough.
For this game, I wanted to make a clicker that you only needed to click every few seconds, instead of with an auto-clicker. This was also an experiment with polynomial growth, and showing lesselements to start.
I wanted it to be a choice between getting X, X^2, or a lesser amount of both. Practice vs Application, if you will. Instead I learned that balance is kind of hard to maintain unless the balance is built-in to the game. A different lesson I learned here was to build around a theme - my unnamed resources aren't interesting. Another lesson is that good pacing takes planning. This game has terrible pacing - it's much too slow. Yet another is that explanations might be important: The block that contains Exert Yourself is active play, the block that contains Take it Easy is idle play. I abandoned it because it was too much work to add another piece for not a lot of play. Again. Feel free to open the console and type resource1_1 += 100000 GAME FRAGMENTS (NOT PLAYABLE)Reap and Sow
~40 hours.
My ninth game attempt. I like the name, and I like the concept (forced resets), but the execution isn't balanced right. I did lots of experimentation with this concept that I used in future games.Miner
~30 hours.
My eighth game attempt. It doesn't have anything worth playing. I had a few goals with this one, the biggest being collaboration. I recognized that there were a few parts in my games where I didn't need to know anything about the larger game, and could hand it off to someone else. So, I got some friends to say they'd try it, and one immediately refactored all the code to look nicer to them. The other made a list of mineral words to incorporate in the far future. I didn't like the first guys changes, and the second wasn't very helpful, so I got discouraged and it died. Lesson learned. I wanted to make a game with two and only two resources, both visuallyrepresented.
I also wanted to incorporate story elements via upgrades. This nevergot added.
It needs to be more complicated in some parts, less complicated in others, so it was off-balance from the start. I still like the vision it was supposed to be, but it requires some heavy updates and refactoring to be useful again. I'm rather disappointed with how the development of this went.Idiot Quest
~5 hours.
My third game attempt. It doesn't have anything worth playing. I started this with the goal of using a javascript library - jquery. As it turns out, a single new language isn't enough to make a game. I also started arranging my coding to use dynamic creations of graphicelements here.
I recognized where it was going - too much work to add another piece for not a lot of play. I abandoned it quickly.Details
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