this website has "nodebuster-like" tag, it could use "incredicer-like" one as well
What i found incredicer-like's have in common is they have a demo with a good pace until its end, and on release - everything regarding past-demo content is repetitive, sluggish and asks for constant mouse movements to make some reasonable progress, which gets tiring in 10 minutes of grinding for VERY little gain.
Most of the sluggishness comes from 2nd resource (it was Dark Matter in incredicer) not having enough upgrades to improve its gain, being all linear "+1 to gain from rolling/collecting that specific thing" with costs scaling just like the rest of upgrades (all generator tiers start with matter gain base value of 1 btw), making the most efficient way to progress by just focusing on the starter item and it will help until reaching mid-game, where you'll be halted for long periods of time because your progression feels like its being soft-capped.
I saw this game had some skills to enhance some of the generators in some way, this one COULD be interesting, but after seeing the usual "+1 to gum/x2 when workers collect an item (they're slow and less efficient than just swiping the board)" i'll avoid it if nothing will be done about mid-game pacing and mostly the gum gains.
Last incredicer-like i tried was Pupple Pop and it will most likely remain the last. Despite all the overhaul updates it received where it became an anti-incredicer-like (past mid-game went through way faster than early game, dev might've overcorrected it), i dont want to get caught into the same trap again.