hijomo 2017-08-01 07:35
This is a clicker that is well balanced to always keep you on your toes. The level of stress this causes is amazing. every move is a bad one. I'm so lost.
Foon → Ludum Dare Explorer → LD39 → Clickity
By ellis-spice
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 604 | 3.08 | 25 | |
| Fun | 544 | 2.95 | 25 | |
| Innovation | 604 | 2.73 | 25 | |
| Theme | 290 | 3.69 | 25 | |
| Graphics | 747 | 2.43 | 25 | |
| Mood | 718 | 2.56 | 25 |
This is a clicker that is well balanced to always keep you on your toes. The level of stress this causes is amazing. every move is a bad one. I'm so lost.
I played with this for a couple minutes but I couldn't figure out what was going on or why things were happening. It would be enormously helpful if you'd include some basic instructions. I hope I can learn to play the game though, I can sense that there's a lot of depth to it...
Seemed like a good balance of new things to click and maintaining power levels and everything else. It'd be fun to see this polished up with graphics too! :) Great job!
Some instruction would be nice. I love management games but I couldn't quite understand what was going on.
A very stressful (as you're always close to the game over) but never unfair clicker. Even if the icons are not made by you, you picked the right ones and it looks great. It was really fun, good job! :)
This is a hard one! Maybe some instructions could help a bit
Graphics and explenations are quite poor. Except that, the game is fun and interesting to play
Nice system that looks like a board game but is there a way to create a power supply?
Some parts of the UI weren't very clear, such as the clock looking one on the bottom center. When my "10 turn"(?) game ended I didn't know why. But the progression and resource balancing felt great.
Ohhh I get it. COOL! What a clever idea, and well executed. :heart:
I got to admit I got a little addicted! Having something to worry about helps make the game more interesting than other clickers.
@iamsodarncool @evil-as-shit @ynk @raiponz @eveval - I've added some further information to this page on some of the game systems and what the resource use and production rates are for each of the buildings. I'm also in the process of adding a description for each of the icons as well, as admittedly some of them are not very clear. I'll likely also add all of this information to the next build of the game.
@naminuz - Power can be manually created in the early game by burning wood using the second option in the first column. Eventually an option will become available in the first column to build a wood power station, which will automatically burn wood to create power every three seconds, as long as wood is available.
Very funny. Well balanced. I enjoyed the transition from the manual to automatic when the player understood how to use more productive cycles. There is also the nice exponential growth when you successfully build your little system. Yet the equilibrium remains unstable and the whole system can crash in an instant if you don't understand how and where to click. Giving the rules is necessary to understand because images, although nice, are not sufficient. Well done.
Nice game. Well balanced. Can be a little confusing, being introduced to a lot of symnols. But I like the simple icon style you choose. well done!
nice clicker! but tutorial would help a lot!
I liked this game and spent quite a lot of time on it, which is a good point. My comments: - the first 10 minutes of gameplay are my favorites because there is actually a real chance to lose if you mess up construction order. Once you start pumping power stations, it's basically god mode - some counters are really weird and/or hard to understand. It's not clear why the saplings one never goes back to 0 once you start building sawmills. Also, my iron tool clock kept telling me I was losing 2000 tools per minute while the tool count was actually stable (the clock seem to include tools lost by coal production but do not factor tools produced by the iron toolworks). - I wish the manual production of saplings was multiplied by the number of houses, just like all other manual productions. I had to click on this button far too much. - I'd like to see a distinction between the cost to build a building and the recurring cost of this building, once build. It took me a long time to understand that the coal buildings were responsible for my tools disappearing (at first, I thought it was a bug). And I never really knew how many tools per minutes were consumed by my coal mines and power stations - Once you start producing iron tools, stone tools appear to be useless. They keep stacking with nothing consuming them. Why having them at all then? Maybe make the iron buildings consume stone tools?
Again, great work. Thanks for these fun times.
Very simplistic looking clicker! I included it in my Ludum Dare 39 compilation video series, if you’d like to take a look :) https://www.youtube.com/watch?v=DKdZrHdMrvE
@azziliz - Thanks for the detailed feedback! I agree with all your points, especially on the counters as I think some of their calculations are bugged, so I'll make sure they get fixed in the next couple of days. Sapling production and stone tool usage should hopefully be fairly simple balance changes, so I'll also try to include those in the minor patch as well, along with the inclusion of the details provided on this page somewhere simply accessible in-game.
I've just released a small patch for the game. The patch contains:
- A fix for incorrect 'use per minute' counters. - Smaller sprites should now be clearer (thanks to a random fix due to going from Unity 5.5 to 5.6) - Stone tools are now used ahead of iron tools if either can be used - Sapling creation now scales with the number of houses you have - Help screen now available in-game, with all the information now available on this page