Posts tagged Idle games
11 posts about Idle games from Another dev blog by UYLLII: making and publishing free Android games, newest first.
- Indie business
Six months of making Android games: 17 games, the real numbers, and what's next
An honest six-month retrospective on 17 Android games: daily players, revenue, what earns, real search rankings, and the lessons I'd give myself.
- Ads and monetization
My first in-app purchases: what two Remove Ads sales taught me
The first two in-app purchases across my Android games: a Genesis Remove Ads in Denmark and a Word Slide sale in Italy within a day of translation. What they changed.
- Game design
Idle Fishing Empire: a generational fishing tycoon with a moral fork and no time gates
Designing Idle Fishing Empire: heirs across generations, sustainable vs destructive fishing, logistic fish stocks, five endings, human-cadence sims, and no time gates.
- Indie business
Idle game players are all-or-nothing: why average playtime lies
Analysing real Genesis players by hooked vs bounced instead of averages. What the first sessions show, where hooked players stop, and the signpost that fixed it.
- Ads and monetization
Rewarded ads in an idle game: why my first boost paid nothing, and where interstitials belong
Designing ads for an idle game: a rewarded boost that actually rewards, interstitials that respect the prestige loop, and a Remove Ads offer that sells speed.
- Game design
Revisiting Genesis: giving an idle game an ending and finally shipping it
How I un-parked my idle game: fixed scope with an ending, a simulator that plays like a human, value pricing, and a privacy-policy rejection on release day.
- Game design
Tavern Heroes: building an offline idle RPG, and abandoning a painted town after three attempts
The design of Tavern Heroes, a Soda Dungeon-style idle RPG with no gacha: missions, retirement for Renown, a sim before art, and why the game became menu-only.
- Postmortems
Parking my idle game: when the maths of idle growth beat me (for now)
Why I parked Genesis after weeks of tuning: a prestige loop that collapsed to 3-second resets, a tuner chasing moving targets, and no ending to aim for.
- Game design
Balancing an idle game with a simulator (and the month my bot cheated)
How Genesis is balanced by a headless simulator and an auto-tuner, the bugs that made the bot a player who couldn't exist, and why the sim must play like a human.
- Engineering
Exact offline progress in an idle game: a closed-form solution instead of a replay loop
How Genesis computes offline earnings exactly with a closed-form solution to its producer chain, the soft cap that keeps it fair, and Android WebView canvas traps.
- Game design
Genesis: designing an idle game about the evolution of life
The design of Genesis, an incremental idle game: an 8-tier producer cascade, a DNA strand prestige layer, crucibles built to be failed first, and three chapters.


