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.
My discord to discuss everything is here.

Games to Play

Idle Loops
My 13th and my most playable and popular game.
About 4 weeks playtime available.
This link is to Omsi6's version, which extended mine. Use that one. If you want to see my version, check it out here
~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.
It took me a long time to realize, but one of the major draws of this game is the story element.
I won the 2018 Most Interesting New Mechanic award in /r/incremental_games for this one.
Nanospread
My 11th attempt at a game
Has about 1 week of playtime, enjoy!

~80 hours development time. Inspired by the failures of Progress Bar Quest 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.
King's Perfect War
14th game.
No longer in development, just an idea.

~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 its merits.
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.
Dyson Light
15th game.
Created for an incremental game jam with the them of Light.
This is a quick playthrough, maybe 2-3 days worth.

~50 hours development time.
Coming off of playing Dyson Sphere Project, I had to make an incremental around it.
It has performance issues - don't launch too many sails at once at the end.
I think it came out well for the amount of time I spent on it.
Terrafold
My 12th game attempt.
Has a few days of playtime, but is a bit more confusing than my other games.

~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 to the rebirth cycle.
Balance issues are also a pain in this game. I just have too many variables.
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. This game is the reason I abandoned OOP, preferring data-driven programming instead. It's super painful to try to change the code now.
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
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 speed in another tab.

I've spent ~100 hours on this total. It is my fourth attempt at a game.
The idea came from Desert Strike, a custom game in SC2, and other such Tug 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't crash.

~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 have any words.
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 it in 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 libraries whatsoever.
This was my attempt at creating elements I hadn't seen before in existing 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 for not 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 poorly though.
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 less elements 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 visually represented.
I also wanted to incorporate story elements via upgrades. This never got 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 graphic elements here.
I recognized where it was going - too much work to add another piece for not a lot of play. I abandoned it quickly.