I get that the game has "clicker" in the title, but this is just excessive.
I imagine the passive upgrades pop up far too late for people without an auto clicker (and when they do they're kinda underwhelming), and even with an auto clicker the game feels unusually slow.
Only suggestions I have would be lowering the requirements for levels & upgrades and either adding an upgrade for increasing the click area or making that the default.
The idea behind was to create a clicker game. I don't feel like the clicking is excessive as with moderate clicks you can beat the game in about 45 minutes. Regardless thanks for palying and for your feedback! I will take it into consideration when I'll make my next game.
Yes, back when clicker games were relatively new and it wasn't clear yet how bad of an idea pure clicking was. And even then they didn't involve 45 minutes of intensive clicking enough to hurt my wrist, they actually got some proper idle options soon enough.
Ok, so originally, I thought this was just a cool demo for a game idea that obviously was just padded for runtime, but this comment instead shows lack of understanding for how clicker games work. Clicker games are built around the idea of content layers, in which each layer supplements the previous layer, eventually replacing the previous layer in importance. This helps keep the game feeling fresh and reduces the time spent mindlessly clicking tens of thousands of times. For example, in clicker heroes, the game starts out with you manually clicking. However, the game then quickly introduces dps heroes that replace manual clicking relatively quickly. Each of those heroes have their own upgrades that speed up gameplay even further. Clicker heroes is also a game that can just be left running idle, allowing you to revisit the game when you feel less burnt out. Then, there are a lot more content layers, ancients, mercenaries, gear, guilds, auto clickers (change the game enough that i would consider it a layer,) and transcendence. All of these layers help to take away from the monotony of clicking. In your game, there are only really 3 content layers. clicking, upgrading, and that weird stage where you are actually able to afford upgrades and they are all unlocked. Notable, one of these is really low level, and the other two are basically the same thing. One way this could be improved is by making it so that the helpers are more powerful. Another way is by making there be some sort of equivalent of 2nd layer of abstraction that speeds up the game. What this could be really just depends on how abstract you want the game to be. Some examples of what could work include ascensions (just a simple restart with upgrades), the boss dropping loot alongside restarting the game that, and maybe different worlds? I think implementation of concepts such as these really help prevent a game from feeling stretched thin. Sorry for the aggressive intro, I just needed that good opening statement, hope the rest of the info was helpful.
Game looks good, a save option would be nice, the little cursors do no significant damage after you reach the purple slimes they do scale with time, but the +2 damage from upgrades is away too little imo.
The clicking upgrades like cursor X% damage and guaranteed crit made it looks like nothing could last more than 1 or 2 clicks even on later waves, maybe if the little cursors scaled like that it would be much better.
The extra juice also scale too little later on, but i guess its alright.
Could have fought the boss at the 40minute mark but decided to max out the cursor damage.... FYI the last upgrade level costs $732.3K... and took around 15 minutes of farming to reach after hitting approximately level 87
it was a fun little game yeah, but in the state i played it at (which seems to be before an update happened) it didn't really have any replay value unless you'd wanna speedrun it
The friendly cursor critical is about half the damage of their non criticals. I think they lose the Stronger Together bonus when they crit. Great game. Really like this one. Thanks for making.
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GG 39.33 minutes
I get that the game has "clicker" in the title, but this is just excessive.
I imagine the passive upgrades pop up far too late for people without an auto clicker (and when they do they're kinda underwhelming), and even with an auto clicker the game feels unusually slow.
Only suggestions I have would be lowering the requirements for levels & upgrades and either adding an upgrade for increasing the click area or making that the default.
The idea behind was to create a clicker game. I don't feel like the clicking is excessive as with moderate clicks you can beat the game in about 45 minutes. Regardless thanks for palying and for your feedback! I will take it into consideration when I'll make my next game.
It would appear our definitions of moderate clicking are very different. 45 minutes of clicking is by no means moderate to me, it's ridiculous.
Have you ever played other clicking games like Cookie Cliker or Clicker Heroes?
Yes, back when clicker games were relatively new and it wasn't clear yet how bad of an idea pure clicking was. And even then they didn't involve 45 minutes of intensive clicking enough to hurt my wrist, they actually got some proper idle options soon enough.
Ok, so originally, I thought this was just a cool demo for a game idea that obviously was just padded for runtime, but this comment instead shows lack of understanding for how clicker games work. Clicker games are built around the idea of content layers, in which each layer supplements the previous layer, eventually replacing the previous layer in importance. This helps keep the game feeling fresh and reduces the time spent mindlessly clicking tens of thousands of times. For example, in clicker heroes, the game starts out with you manually clicking. However, the game then quickly introduces dps heroes that replace manual clicking relatively quickly. Each of those heroes have their own upgrades that speed up gameplay even further. Clicker heroes is also a game that can just be left running idle, allowing you to revisit the game when you feel less burnt out. Then, there are a lot more content layers, ancients, mercenaries, gear, guilds, auto clickers (change the game enough that i would consider it a layer,) and transcendence. All of these layers help to take away from the monotony of clicking. In your game, there are only really 3 content layers. clicking, upgrading, and that weird stage where you are actually able to afford upgrades and they are all unlocked. Notable, one of these is really low level, and the other two are basically the same thing. One way this could be improved is by making it so that the helpers are more powerful. Another way is by making there be some sort of equivalent of 2nd layer of abstraction that speeds up the game. What this could be really just depends on how abstract you want the game to be. Some examples of what could work include ascensions (just a simple restart with upgrades), the boss dropping loot alongside restarting the game that, and maybe different worlds? I think implementation of concepts such as these really help prevent a game from feeling stretched thin.
Sorry for the aggressive intro, I just needed that good opening statement, hope the rest of the info was helpful.
Game looks good, a save option would be nice, the little cursors do no significant damage after you reach the purple slimes they do scale with time, but the +2 damage from upgrades is away too little imo.
The clicking upgrades like cursor X% damage and guaranteed crit made it looks like nothing could last more than 1 or 2 clicks even on later waves, maybe if the little cursors scaled like that it would be much better.
The extra juice also scale too little later on, but i guess its alright.
Really enjoyed my time here.
Thanks for playing and for the suggestions. Glad you enjoyed it!
Beat the game but doubt that I could have beaten it within 40 minutes without some excessive auto clicker usage :-)
Thanks for playing the game. I hope you liked it!
Could have fought the boss at the 40minute mark but decided to max out the cursor damage.... FYI the last upgrade level costs $732.3K... and took around 15 minutes of farming to reach after hitting approximately level 87
Definitely enjoyed the brief game, would be interesting to see some more layers and depth
Yeah I do agree that the last phase of the game is a little grindy. Gonna adjust it on a future update!
web godot games crash the browser on macos, can someone report the bug, idk how
Sorry to hear that. We will try our best to resolve the issue by adding MacOS downloadable version.
To play on macos you’ll have to activate ANGLE on chrome. That’s the only known workaround for now.
Very nice game!
Walkthrough: https://youtu.be/P97F95DLxbw
Thanks for playing and making an video on our game! We appreciate it!
41:52, fun game ^^
Thanks for playing!
XD Im so immature
You did it! Thank you for playing!
Bro is a speedrunner
i tried beating this, but ITS SO HARD Purple, Red, and Orange take SO long to pass
We might add more upgrades in between to make it more interesting experience. Thank you for your feedback!
maxed out the final upgrade in 54:47
Seems like you quite enjoyed it! Thanks for playing!
it was a fun little game yeah, but in the state i played it at (which seems to be before an update happened) it didn't really have any replay value unless you'd wanna speedrun it
nice under an hour game.
Very fun game! It gets boring at times though, so maybe more slimes or stuff like that makes it more fun. I beat the boss (my time 55:52)
The friendly cursor critical is about half the damage of their non criticals. I think they lose the Stronger Together bonus when they crit. Great game. Really like this one. Thanks for making.
We are well aware of this bug, and we will fix it as fast as possible. Thanks for playing!
So slimy I'm glued to the screen
a way to hide maxed upgrades and such would benice
Thank you for your feedback, we will think about it!
It broke my mouse! Well I did...
Thank you for sacrificing your mouse to play this game! :)
It was worth every single click! =)
i like it :)
Thank you!
Very satisfying!
Thanks brother!