Sixty Four is a beautiful system design toy that reveals something rather dark
arstechnica.com
arstechnica.com
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Rounds!
"Incremental game": just clicking to progress, perhaps not even that (just wait while the game plays itself, hence the "idle" moniker).
vs.
"Construction and management simulation". Requires -somewhat- more thought / planning about what resources are needed to achieve specific results, how to optimize use of those resources & so on.
I read this as: the latter is more interactive (choice-based, perhaps some strategy) than the former (thoughtless clicking / tapping or just wait).
Sub- & related genres emphasize different aspects of this process.
What comes to mind: how does this game compare to Factorio? What feature(s) might cause one to prefer one over the other?
Someone once suggested to me that Factorio was a classical example of a non-programming weekend hobby.
That sounds like banal small talk, and it was. But it hit me hard. Why would pseudo-programming with no actual payoff or learning along the way be desirable over...just doing what you want, programming?
For hobby programming I think you need to want something more than just the process once you get past a certain level of ability. You have to want the thing you're creating.
(But I have a terrible track record on hobby projects and could be totally wrong!)
Because Factorio is all the fun problem solving with none of the baggage of dealing with programming - no git repo to manage, no linter to satisfy, no language quirks to re-learn, no messy APIs to use (and in my experience, almost anything useful and non-trivial will need to use ugly APIs).