I'm really intrigued by this game -- the art is clean and neat, the mechanic is simple, but could potentially have a lot of room for growth. I could imagine multiple resources like an actual TCG (Life, defense, attack), or multiple boards; like an idle board that generates income, an active board for fighting opponents, different mechanics for each gives the game a lot more depth. Also, a way to sell cards. And much less wait until the next tier. Holy cow. Assuming you find the max potential of tier 1, that's 28 and a half minutes to reach the first pack of tier 2. Or 45 minutes to reach the more expensive pack. Too long for an idle game with no other upgrades or user input. I really am curious to see where you go with this, seeing the great start you have.
You have a game that looks pretty damn cool with decent graphics and a nice appeal to the UI. But that's where the cool part stops. I was excited at first, as I've loved launcher games (Learn To Fly, Hedgehog, Turtle, Burrito, etc) but you quickly realize the launcher is basic and rudimentary in content at best, and as soon as you buy the burger stand, even 1 single burger to gain $5 per second, the launcher becomes obsolete and pointless.
Hmm, seems the only thing you're missing to make this a true clone is some sort of auto-buy prestige option, followed by auto evolution and then auto prestige! It's definitely NOT Color Idle by then... right?
I like your content -- it looks good, it flows nicely, and you've been improving the UI frequently. However, as it is (understanding it's a prototype) it's quite boring, plain, basic, and rather unremarkable. I can see it going multiple paths, with one path being a complex economy system of multiple resources (i.e. plants create food; food create workers; workers create tools/buildings; etc), and make it so that each resource can have multiple effects on different tiers. More workers means slower food, but more research/building/etc. All the while, you're generating that main "progress" resource that helps unlock tiers (one-time up front cost, or cost each upgrade, for instance).
Whichever way you go, I am interested to see your choices and development.
If you've been around the Kong community for any amount of time, you would understand that games like this -- in development -- aren't well received. There should be no reason for you to release a game like this. It doesn't need a beta play-test -- you can confirm in your own time that your ant moves back and forth and makes your number go up. Yay, confirmed working, implement next function. Don't release until you have content that truly needs testing, content that you're satisfied with being a representation of your game. You've potentially tarnished your name and reputation.
Couple quick observations -- if you're going to use an exponential cost increase with a linear damage increase (and linear multiplication scheme), then you will rapidly reach diminishing returns, and the game will become sluggish to the point of painful/boring/quit for players. I would suggest you create additional multipliers or a smaller growth pattern on the costs. Additionally, without any indication of what the achievements could even possibly be, there is no real sense of exploration, no real sense of direction, there's only pure dumb luck, and that just sucks. One more note -- without an autoclicker, the game is incredibly painful to play (still slow even with autoclicking). Please reconsider your schemes for cost, damage increase, health, etc. It desperately needs balance. And maybe name the achievements, so there's a clue to what could be done. The click boxes are not obvious either, and I'm often clicking a few times to find where to actually click.
I'd like to see Friends auto-growth be counted separately from purchased ones, that way you could create an additional upgrade that allows multiplicative gains to many other things based upon purchased friends -- particularly since the benefit of purchasing one more friend when you've already got 30k or some crazy number is pointless.
A bit like Antimatter Dimensions, yeah. I am playing that game with 4 saves at the moment, so that's definitely a rolemodel-game for me ^^
I'll have to see if I can work it into the current balancing I've done or if it'll have to be unlocked with future content though
Wow, wool is quite possibly a worthless investment right now. It produces nowhere near what eggs, honey, or milk are capable of. Cows would produce the most if they didn't consume so much food (with the fertilizer only giving so much), the field being useless, and the storage costing way too much for tiny incremental space. Chickens really are the most cost effective for egg production/sales.
26 hours and 40 minutes, with no clicks, to advance the first lifetime. Almost as exciting as "Watching Paint Dry Idle" or "Watch Grass Grow Idle." Well done on that front. That said, there should probably be slightly more to do during the first lifetime; perhaps auto-investing? Something.
I'm no programmer, so I'm always impressed when someone can just... make a game. But, I also know how much content one-man teams can create, and this sorely lacks any content, and the "semi-unique" mechanic you describe is... not unique. Seriously, play some idle games on here.
That said, with so many successful idles out there, you need to make something stand out either with wide, varied content that keeps people coming back to see more, or with a mechanic that hasn't really been truly explored before.
I do so hope you continue coding and creating. Nothing is worse than a programmer who releases one thing that disappoints and quits forever. Learn from this -- what worked, what clearly didn't, and improve, grow, and evolve your skills and creativity. Good luck!
You could easily add more content and make this already enjoyable game much more fascinating. Some ideas I thought of: 1) Special blocks worth a lot but that have an "armor" coating that needs to be clicked or "attacked" before being collected. 2) Prestige system that makes upgrades cheaper/faster/better/automatically purchase/etc. 3) More "idleness" to it, such as the above mentioned auto purchasing.
I like this, it was fun for the 9.34 minutes it took.
.........What? Like.... uh? 1.1 rating, I had to see it -- it's not everyday that something sucks so bad everyone agrees it sucks. But this.... it's like you were trying to be as weird about a game (with added clickbait for flair), that it just... I'm going to need to go into the corner and reconsider my existential identity....
I like the initial premise of your game -- however it lacks some kind of "future" concept. After I max everything... what's left? You have a great, clean interface, I like the smoothness of how it all works. Perhaps consider a "deeper" tech tree, similar to Factorio (or any factory-like game) where one component makes the parts for the next. Let the user decide to sell parts or use them for fancier parts. Just an idea.
Some quick tips to improve the "design" aspect ==== ***you need some kind of way for us to rotate components. ***Create more "tradeoff/consequence" components. If I up the power, I can certainly increase capabilities, but I generate more heat, and then need heatsinks to not melt. *** some kind of "prestige" option. I'd suggest a way to "access" higher quality components. Build on basic copper/aluminum, then increase to alloys and even semiconductor things. Or allow a "maximum" working space, but every prestige allows you to condense that space into your next usable IC - integrated circuit, which would take up the space of one component (think a 555 timer chip).
Hi Lucas, you've launched the equivalent of a "tutorial clicker" that anyone can find online (heck there's more advanced ones that are more fun than this, to be honest).
You don't have any mouse-over information, so there's no way to know how much things cost. You have a linear scale to income growth, so it will eventually become so unbearably slow to play. Unfortunately, the idle/incremental world is so full of quality games (and crap) that you can't just release a sub-par game like this anymore. You'll need some kind of decent growth mechanic, some kind of prestige, some kind of *reason* for players to come back for more than 5 minutes. Sorry to be so harsh. I hope you can learn from this and continue programming and learning.
Maybe I've gotten picky with all the plethora of idle games (and many really fun ones). But there's something lacking here -- maybe more research options to "auto-stock" or a fluctuating market with changing prices (buy and sell), or employees, or a prestige system where you buy another domain, making your first one "automated" for you (ran by a manager). Something. It just seems like... click and wait for next big click wait.
So... unless I'm missing something, you unlock the bonus menu at level 10 with a prestige currency opened at level 20? And it takes 5 of this currency when just the tedious process of getting to 20 only gives you 1?
If you take most of the top comment's suggestions and implement them -- multiplicative growth model instead of additive, buffs moving toward center always, longer/more permanent buff option, better prestige bonus -- you'll likely have a pretty good "clone" type game that will be enjoyable by a lot more people.
Thanks for the feedback. I will look into reworking these issues.