Clicker Games Click-All

Oh boy I did not see kittens suggested in the last few pages.

Clicker Heroes 2 launched into EA today, did anyone get it?

CH2 on Steam

Not yet, but I probably will. Those games scratch an itch without having to give them a lot of actual thought. Perfect for sleep deprived Rezzy-brain.
Edit: Stage 550+ on the current run in Tap Titans 2. Did I miss an answer to the GWJ clan question?
Edit2: Eh, a pooched Tournament and high placement got me 1200 diamonds so I've started a Clan. GWJ TitanTappers. We tap Titans. *Jazz Hands*

what’s the clan code?

ruhk wrote:

what’s the clan code?

3p8yy

Edit: Forgot to set private. 40+ members and several perk-crates already. Seems to be lots of churn, so I will wait for it to stabilize before I change it.

Edit2: "welcome Adolf Hitler."
...
...
Time to nuke everything. Oooor set it to private and Google translate some of the screen-names before cleaning house.
I forgot how quickly "public" goes edgelord.

Damnit, I joined another clan where I ended up top of the leaderboard and promoted :S

I'm at 4100MS so far and hope to smash that in today's tournament. This game is damn addictive and I'm loving it!

There's a lot to learn which isn't immediately obvious which I find quite appealing.

The reddit area for the game is definitely worth a browse.

I'm not too familiar as to why a clicker should cost money.

If I passively played the first one, is 30$ worth it??

Manach wrote:

I'm not too familiar as to why a clicker should cost money.

If I passively played the first one, is 30$ worth it??

Every game costs money. Free 2 play games make money selling micro-transactions, the people who pay subsidize the non-payers, often at an extreme ratio. If there's no MTX, then there's ads. But pretty much every game has a revenue stream.

A clicker tends to be a pretty simple game with few mechanics and relatively little innovation. As such, I would say they're not worth $30. But I've never played CH2, maybe it's amazing.

And really that's me, that's my value proposition. Clearly there are people who spend hundreds, if not thousands of dollars on F2P games. And $30 wouldn't seem like a big deal to them. I might yet buy CH2, but not because I feel like it's worth it but because I feel like I owe something to Playsaurus for the hours of entertainment I never spent a dollar on from CH1.

Giant Bomb seemed pretty high on CH2 on their latest Bombcast.

Frahg wrote:
Manach wrote:

I'm not too familiar as to why a clicker should cost money.

If I passively played the first one, is 30$ worth it??

Every game costs money. Free 2 play games make money selling micro-transactions, the people who pay subsidize the non-payers, often at an extreme ratio. If there's no MTX, then there's ads. But pretty much every game has a revenue stream.

A clicker tends to be a pretty simple game with few mechanics and relatively little innovation. As such, I would say they're not worth $30. But I've never played CH2, maybe it's amazing.

And really that's me, that's my value proposition. Clearly there are people who spend hundreds, if not thousands of dollars on F2P games. And $30 wouldn't seem like a big deal to them. I might yet buy CH2, but not because I feel like it's worth it but because I feel like I owe something to Playsaurus for the hours of entertainment I never spent a dollar on from CH1.

Oh, I'm not questionning microtransaction. Even myself drop a few dollars for games that grab me. and I want to encourage.

Rather, I wanted to know the advantage to pay 30$ instead of micro-transaction.

If there is none, there should be a "demo" of some sort to show me the gameplay.

Manach wrote:

Rather, I wanted to know the advantage to pay 30$ instead of micro-transaction.

If there is none, there should be a "demo" of some sort to show me the gameplay.

I agree, a timed demo or something would go a long way to explaining the game.

But I think I understand your question now. The answer to the question of why is it $30 instead of free is here: Why Clicker Heroes 2 is abandoning free-to-play

I bought it. I've played it, beating the first world twice and getting started on the second.

The early game-loop is pretty on-rails, but you do have some opportunities to customize as you progress.

I haven't quite wrapped my head around everything yet, especially where the automator is concerned.

I'm honestly not sure how this would work through Steam, but Playasaurus has stated that all early-access purchases are eligible for full-refunds for a year past the full-release date. That's a great start at convincing me to spend way more on this than I have for any other gaming purchase this year.
Re: Demo. Play Clicker Heroes. Your first hour or two will be pretty much that with the catch that you can't just wail on the click button. But you'll still be clicking to earn gold. It either clicks or it doesn't.

The early loop is obviously click for gold and xp. Spend gold to click more efficiently, accumulate XP to earn skill unlocks.
The catch is that you can't just click willy-nilly. There's stamina in the form of Energy. Energy slowly rebuilds so you can keep a moderate pace.
Keep an eye on the map for gold, ruby, mana, and Energy boosts that will randomly spawn on the shoulders of the track.
Your gold upgrades and replaces eight equipment slots, always in sequence.
(Each tier has a material like Wood, Stone, Leather etc) So Wood Sword, Helmet, Chest plate, Ring, pants, gloves, boots, cape. Each piece can be leveled to boost damage with multipliers at every multiple of 10.
The store will always show you 4 versions of the same item but with different boosts. You pick which boost you want, and the boosts persists even when you upgrade to the next tier for that item.
After you have all the wood items the next item in the store will be the Stone Sword in 4 varieties. It could be +1% Crit chance, +10% Gold gain, +200% Boss Gold, and the fourth is always +Random attribute.
Each World is broken into stages and each stage has a boss and some stages will have a time limit. Failing to beat a time within the limit is the only 'fail' state I've come across so far and you basically just reset to the beginning of that stage. (You earn Gold for damaging bosses which gets collected when the timer runs out, so even if you get stuck on a boss you can still slowly grind to victory by upgrading your damage output.)

After a few hours/levels you get access to some basic automator bits. Each automator slot is broken into two parts the pieces for which unlock separately: A trigger and an action.
You start with some basic timer triggers, a basic click action and a couple of the skills you would have unlocked by then.
I'm not certain how the automator logic works out which slot triggers at what time, but I have some guesses.
My observations (no research) is that only one trigger can fire, and the pulse has to travel along the GUI to its destination, so the first slot will fire faster and the later slots will take a while. All the other triggers are paused while a pulse is travelling.
You can burn up skill points to increase the speed of the automator, and I believe that just increases the speed of the pulse as it traverses the GUI.
Reading all this back I'm not sure I'm making much sense...
I blame sleep.

The sound design is pretty crunchy. The background music is epic and gets a little repetitive. I don't know how many tracks there are in total and the only reason I haven't muted yet is because it IS good enough that I'm curious if the different worlds will unlock more tracks.
Upgrading fires off ascending chords with a satisfying crescendo once you hit a multiple of 10. Hitting enemies gives off a crunchy smack.
It sounds good.

Now comes the question: post or leave this in edit limbo where it has languished for long enough that I'm sure the entire thing is disjointed and barely legible.

ruhk wrote:
Katy wrote:

The idle game that's sucked me in for the moment is Idle Champions of the Forgotten Realms. I suppose there's a bit of strategy when it comes to designing your formations, but it does very well just going along in the background.

I’ve been playing this as well the last few days, it definitely has a lot more going on than other clicker games. I’m enjoying it.
Apparently it’s coming to iOS soon as well.

Why do I keep opening this?

I've been playing primarily idle games lately, and finally landed on some good ones.

Idle Loops is fantastic both on theme and mechanisms. You're basically stuck in a 5-second-long groundhog's day. Gathering mana extends your day, and every activity you do increases your innate talent. Over time, you'll accumulate new ways to gain mana, and get enough talent to make those actions much quicker than they were. Be warned that completing the game will take a few months, and it will be largely idle for a long time once you've opened everything up.

Antimatter Dimensions starts as a bog standard numbers-go-up game, but over time it opens new mechanisms while trivializing old ones. It evolves interestingly and stays compelling for a long while.

Idle Wizard came out about a year ago, and I bounced off pretty quickly. They've done quite a lot with it since, and I've been playing it constantly the last couple weeks. It has a lot of mechanisms to unlock, and a lot of options as far as idle and active play. The challenges and class unlocks go a long way keeping it interesting.

Progress Bars. Alright, this is fun for seriously about 20 minutes, but as a test case for idle mechanisms and butterfly-effect propagation, it needs to be seen.

Lawnmower Game is another one just worth looking at. Really relaxing, but it doesn't go anywhere. No save option.

Thanks, I'll try some of those.

I tried out Clicker Racing on my iPad, upon the suggestion of Justin McElroy on last week's Conference Call. It's pretty typical stuff, but it had a nice look to it. However, I found myself watching videos way too often, as every random powerup has an even chance of requiring you to watch a video before you get the boost. The flow of the game was interrupted too much for my taste.

Yeah. That one’s a bit vanilla.

I’ve considered creating a clicker game. I would want it to be way different than anything already out there. I should ask my daughter to help me theory craft some stuff. She’s got a wild imagination.

Whoa! Idle Loops is very cool. It really is Groundhog Day/Edge of Tomorrow.

Enjoying Idle Loops as well, thanks! Spoilering some advice for the early game (which I am still in, as far as I'm concerned).

Spoiler:

It's very tempting to start up with long runs way too early. My first inclination, and I think a common one, was to start breaking as many pots as I could, etc, etc, to get more mana to get more gold to buy more mana for a long run. It turns out that that's a spectacularly bad idea. Since there is absolutely no wait time between runs, small runs that accomplish exactly what you want to do, and then repeat, are completely fine. For example, the most basic early run of two wanders means that you are exploring 100% of the time. That's perfect! Breaking 5 pots to explore three times actually hurts you, you've gone from spending 100% of your time exploring to 75% of your time exploring.

There are a couple systems for making longer runs better, but the one you start the game with is really, really weak at the beginning of the game. In the early game your talent, even if you try to cultivate it, will be too low to help raise your stats appreciably high in the short runs you are doing.

The other sort of thing that makes longer runs better is attaining prerequisites for doing actions better. The first example is available early on: buying glasses to help you explore. However that specific example quickly becomes obsolete.

Article on topic from the New Yorker:

https://www.newyorker.com/culture/cu...

Yoyoson wrote:

Crank?

http://faedine.com/games/crank/b39/

Thank you! I love this kind of game. Started playing, will finish later, after some errands.

Yoyoson wrote:

Crank?

http://faedine.com/games/crank/b39/

I played for a few hours this afternoon. I tried attacking a base, because I didn't know what it would do, and I had no chance. There does not appear to be any retreat from combat option, so after I died I had lost all of my materials. Understandable, but rough punishment.

Materials, yes, but you retain all of your upgrades. I died once to a base, and recovered.

I came back to Cookie Clicker yesterday and discovered sugar lumps for the first time and unlocked the Pantheon minigame. These bonuses are weird and a bit confusing. Any tips for using it? Should I unlock the other minigames, too?

What is the most worthwhile clicker on iOS?

I haven't found much lately that really got me hooked. Spaceplan ($3) is still the best in terms of telling a story, and Adventure Capitalist was my favorite free iPad clicker.

EDIT: And I forgot, but Egg, Inc. was also a favorite.

RawkGWJ wrote:

What is the most worthwhile clicker on iOS?

Have I recommended Sprout already? There's been a dearth of decent idle games lately.

Mixolyde wrote:

I came back to Cookie Clicker yesterday and discovered sugar lumps for the first time and unlocked the Pantheon minigame. These bonuses are weird and a bit confusing. Any tips for using it? Should I unlock the other minigames, too?

As far as the Pantheon goes, I go with the milk bonus, building bonus and CPS bonus, in that order. Mostly because I always have the veil and Golden Switch on.
I haven’t bothered with the garden at all.
As for the lumps, I’m upgrading everyone, trying to level to 10, and I’m not there yet.

But yes, I’m still playing Cookie Clicker.

My wife and I have been playing Idle Coffee Corp quite a bit on Android. I believe it's on iOS also.

I finished up Crank today, and I enjoyed it. Like Universal Paperclips, it has a definite end. Thanks for the suggestion Yoyoson!