I’ve been playing Cookie Clicker recently and it dawned on me that, a fat/stuffing themed clicker project is something that I’m interested in making, if at the very least as a first in development, and I’d get to really put my writing chops to work to compensate for what I lack to make graphic assets.
The question I want to ask here is, what kind of setting would you guys be interested in? One where progress is related to a single player character gaining fame and girth correlating to the clicks, or one where the player runs a company that steadily fattens the world? It’s not much different in mechanics but it is in presentation, if I’m making sense.
I’m open to hearing about what types of kinks or scenarios you’d like represented in a news ticker during gameplay (tho im picky as hell, and this is all hypothetical, so don’t get any hopes up), and any suggestions from people who’ve had some experience to recommend me any engines or pipelines I should use. I considered initially just using Orteil’s Idle Game Maker online engine/interpreter for the sake of simplicity, but there’s terms about lewd content that I wish to respect, and I fear it could limit any visual flair I might want to add if this comes to fruition. Godot is my second option but I fear my experience is minimal.
Whoof, that’s one of my longest posts ever. Thanks for reading, and again, I appreciate any input to read on and plan for!
A clicker game in this community would be very welcome but it would have to be very grindy and full of extras to last the test of time.
Loading it with easter eggs to encourage the grind can also be a compatible option both short and long term.
Hey, I’m really happy that you want to make an idle clicker game. This idea seems like such a no-brainer that I’m surprised that it hasn’t been done before.
That being said, Cookie Clicker the first game of it’s genre and isn’t as good as it’s successors like adventure capitalist or idle tycoon miner. There’s a lot of psychological tricks that makes them engaging and I think you could learn a lot from these games.
Also you need to be careful with stretching the gameplay too thin. I really hate games that make you do one repetitive task multiple times without seeing any progression. Make the game only as long as the gameplay lets you, otherwise you’d have a boring game in your hands
Thank you for your input! I’m trying to take notes from other games as well. A personal fav of mine is Bitcoin Billionaire with things like it’s time travel mechanic changing up the artstyle, so it is a bit of an inspiration too.
I understand there’s a risk of falling flat on terms of content, but that’s exactly why I’m trying to gather input on what kind of synopsis people would like to better design progression around that.