This thread is dedicated to sharing mechanics or concepts you’ve found in incremental games that you think deserve more use or exploration. I’d prefer if you limited discussions to mechanics you’ve found in only 1 or 2 games, though I have no moderator powers to actually enforce this so if you really feel like sharing something share it :P
I’ll list some of my own discoveries now.
One concept I’ve been thinking about is the separation of games into loosely interconnected systems with different pacings that run simultaneously. The game that put this thought in my head was Matter Dimensions, which uses a simple implementation of this. The game is active, although while inactive the game also lets you accumulate banked time which can be used to speed up the game. However, the banked time can also be used to purchase upgrades which increase banked time generation. Progress in the main game also increases the gain of banked time. The implementation is flawed however, as there are segments of the game where banked time is useless. (I’d imagine Anti-Idle: The Game probably implements a better and more complex version of this, but I haven’t played it yet.)
Another concept I wish I saw more is the implementation of resource caps in Gooboo. In other games with resource caps, production stops when the cap is reached. In Gooboo, reaching the cap divides production by a factor that increases the more resources you generate. You’re also not allowed to spend more of any resource on a single upgrade than the cap. This mechanic breaks immersion a little, but it greatly reduces the compulsion to micromanage the game caused by resource caps. (Gooboo in general has a lot of interesting design decisions. It implements the first concept I stated, although its most active components are idle compared to what I usually play.)
I know, and paying for a server on which to host the game adds another level of difficulty, but a girl can dream.