Idle Roller! I can't think of a caption!
Idle Roller was my first published game after a long line of prototypes and scrapped projects. With finances tight and relatively little time to spend on production, I needed to produce a complete and marketable game in as short a time span as possible. In essence, this would be an exploration in maximizing ROI on my development time.
As a designer, this constraint prompted me to think very lean. While Mine Quest had taken anything and everything from Idle Mine, raising the complexity under the pretext of “more is better”, Idle Roller instead took the opposite approach. I had to distill down the core concepts that typically make an incremental game fun – the numbers going up.
I started with a very basic premise – the player has a ball, and they want it to roll over as much stuff as possible (Katamari, anyone?). Any part of the design beyond that would be abstract and numerical in nature, allowing me to focus on the numbers and progression. A ball and some nondescript rectangles to roll over (ultimately replaced by minimalist sprites of houses and a simple city skyline for a background) provided a cohesive theme whilst wasting virtually no time on asset production.
Idle Roller took roughly two weeks to develop, and ultimately satisfied my initial design goals, filling out a more streamlined, balanced, and elegant design than Idle Mine. Still, there was a lot to learn, as I would go on to discover during the course of my following projects.