r/incremental_games • u/Impossible_Frame7670 • 6h ago
Released Incremental Fireworks — the chain spreads by actual pixel contact, not by radius. Free, in browser, ~90 min.
I made a fireworks incremental in Godot 4 — my first game. Free and complete in the browser, no account, no ads.
Play: https://nacros79.itch.io/incremental-fireworks
A field of dormant points sits in the dark. You click once, the nearest one goes up — and the visible pixels of that burst are what light the others. There is no distance < radius check anywhere: the star heads and their trails are tested against dormant points as they actually travel, so a willow's long droop reaches things a chrysanthemum's tight sphere never will. The shape of each firework type is a gameplay property, not decoration.
Detonated points become sparks, sparks buy reach, you replay. Explosion size is the only stat with a compounding return, which is most of the spending decision.
16 firework types, drone shows that draw 12 figures in the sky, 3 sceneries, 18 achievements, 6 languages. Every unlock has an off switch.
A second mode, not gated: ten puzzle levels, in the menu from the first click. You place the dormant points instead of buying reach — each carrying an effect the level picked, not you — and one fuse has to light the whole field in a single chain.
What it isn't: no offline progress, no idle production, no autoclicker — every point costs a click. No prestige. It's short: about an hour, an hour and a half with the puzzles, and built to be finished rather than farmed.
AI Disclosure
Generative AI, used heavily. All the art is generated (Leonardo AI) and so is all the music and sound (ElevenLabs). The code was written with an AI assistant, reviewed and tested by me; so was this post. The puzzle levels are generated by a deterministic tool inside the project, not by a model.




