Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Idle Game DeveloperView game page

Made during Juice Jam 2023 - "Paying the Price"
Submitted by PixelShenanigans — 5 hours, 25 minutes before the deadline
Add to collection

Play game

Idle Game Developer's itch.io page

Results

CriteriaRankScore*Raw Score
FUN#333.4083.408
OVERALL#393.4083.408
THEME#393.1843.184
PRESENTATION#583.4693.469
JUICE#892.7352.735

Ranked from 49 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you use any third-party assets or skeleton code?
All used assets are listed in the credits dialog.
uClicker, DamageNumbersPro, Interface and Item Sounds, DOTween, ProTips, Toast for Unity

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 10 to 1 of 30 · Previous page · First page
Submitted(+1)

Creative idea with adding elements to the game as you progress. It is a little bit too slow in my opinion

Submitted(+2)

I hate idle games, because it sucks my soul for entire hours, with just numbers that keep increasing... This one is pretty well made ! The theme is pretty fun, it goes well with the theme and I like the upgrades that increase the value of the first options, it makes them viable longer.

It's cool to have visuals that evolve when you buy new stuff, but it makes the game a bit underwhelming at the start, and it takes a lot of time to unlock things, so expect most people to miss the visual upgrades and rate the presentation quite low...

Submitted (1 edit) (+1)

Nice game! I  like how the game slowly adds elements like icons, visuals and sounds as you progress. I will say tho that I think it does take too long to unlock new members and the game starts out kind of blank for a long time until you get far. Still had a lot of fun despite this and I think this game overall has a lot of quality put together. Amazing job!

Submitted(+1)

Ha, so ironically enough my last game jam was an Idle Game themed jam.   I learned a TON developing for that one, so I'll pass on some of my thoughts.

Before I ramble on below, just note that I think this isa great clicker game.  I enjoyed the meta aspect and it was appealing to see the game build up.  For some reason my shop menu was SUPER tiny and hard to read in Chrome.  Could be my system, not sure.  

Anywho:

My submission (made 11th place out of about 80ish entries):
https://wr41thx.itch.io/idlemancy

So I can relate to how surprisingly difficult these are develop.  You'd think "oh just click and numbers and buttons that make numbers go up"....but balancing that is surprisingly hard.  Also my OOP sucks so my button system (which i did manually instead of unity UI system) was spaghetti to the nth degree.   I learned a ton though.

My suggestions if you make an idle game for a jam (and what i learned personally from the idle jam):

1. Make the clicking the emphasis and make it fun.  Make the scale per click higher than something like Cookie Clicker.  Give the player something to do that encourages them to sometimes return their attention to the game outside of the "idle" mechanic.  I did this with the balls that spawn every 50 clicks you have to chase down...and then with the curse mechanic that gave you a timer for a "reward", to keep you thinking about the game.   These were LAST MINUTE ideas though...and I think if I had added more it would have been even better.  

2. Include sound earlier.  I didnt have sound in Idlemancy, because i thought it would be annoying + time constraints.  I placed 11th, but could have possibly made top 5 if I just included sound (i didn't realize it was a category).  

3.  For a jam, try to keep the play time short and have a defined win condition (i haven't met yours yet if you have one).  Idlemancy takes an hour to beat manually if you are paying attention, or only 20 mins if you use an autoclicker.

3. Spruce up the page a bit.....(unless that's some html wizardry you hid later on in the game..if so you are a GOD and i tip my hat to you good sir...maybe you should add a hireable web designer that  spruces up the itch page).  The white is a bit hard on the eyes when the game is already predominantly black and white. 

Just a few things I personally took away from my experiences making a game like this for a Jam.  If you put this in a vacuum outside of this game jam scenario, it's a solid 10 for an idle game.  Excellent work.

Developer(+1)

Thanks so much for your feedback, and your time. Congrats on placing 11th - that is amazing - and a fun game! The mini-game with the ball was a great idea! I'd decided to do an idle game this time since I hadn't done one before and I use game jams as a learning experience. I quickly realized how much my plan of uncovering features wouldn't work for a jam (assuming most reviewers only spend a few minutes playing) and I did over-focus on the systems rather than the juice. All good lessons! I agree - a fully functioning (and visually appealing game) at the start would have improved this - I could have added more juice as I went along. I had fun but would do it differently next time! I always appreciate when fellow game devs share their experience.

Submitted(+1)

I'm going to be doing a ton of game jams over the next few months to sharpen my unity skills.  I'm looking to either work for a studio or go independent for a career now that I've finally finished my CS degree.  It's what I've wanted to do for a long time, so I've been really making it my focus to improve and build a portfolio.   (Im older than most people think when they talk to me, lol).

Developer (1 edit)

All the best, mate! I try to do 3-4 jams a year. I need to find a way for them to be less stressful - probably do more planning and proof of concept up-front, since I usually end up with too many features and hit obstacles (I lost a day trying to get vfx to display in front of the canvas, though I'm not sure how I could have avoided that without experience). Building a portfolio is a good idea if you want to work for a studio, especially showing that you can generate ideas and functional games in a short time. Feel free to follow me on Twitter (@PixelShenanigan), I share a lot of Unity tips.

Submitted(+1)

If the prices were lower or the ramping up faster it would have kept my interest longer. But the presentation is sweet. I like the juice when hiring the different roles. Only thing I kind of wished for was to be able to mash my keyboard to "code" in stead of pressing the mouse butt. That would have made the immersion better.

Submitted(+1)

Wish the visuals and music/sfx would kick in earlier, but I guess that's a part of the game structure lol
Might just not be a fan of idle clickers, seems too uninvolved for me. When it did kick in, I loved the juicy effects tho :) very clean production~

Developer (1 edit) (+1)

Thanks for playing! Yes, that was the big weakness in my plan - many folks might never get to hire the Sound Designer (last role I had time to add juice with), so might think it lacking.

Submitted(+1)

Fun little Idle Game :) Would have loved to have a few more upgrades to gain in early stages

Submitted(+1)

I'm a huge fan of idle games. I really liked the mechanic that buying another tier up actually improves the look and feel of the idle game as you play. I did find moving ahead early took a bit of time, but it is an idle game after all. Great entry and good use of the theme. My only real critique is you probably could squeezed in a bit more juice.

Submitted (1 edit) (+1)

I loooove idle games ! And I find that the idea of increasing the quality of the game is nice and meta. I just hope that people will have the patience to reach the animated parts (maybe the sound comes a little bit too late)

I'm keeping a tab open to reach higher levels :p (so I guess it's a nice idle game)

Submitted(+1)

Quite simple. It would be nice to see more work on the visuals.

Developer (1 edit) (+2)

Thanks. I agree. I had planned to unlock a lot of VFX when you hire the Technical Artist but discovered that I didn't know how to display VFX in front of the UI (my first game that entirely used the canvas) - wasted a full day trying to do that - I may revisit this and finish it later! I also realized that the "Unlocking visuals/systems" approach probably isn't great for a juice jam if people don't play far enough through it ;)

Viewing comments 10 to 1 of 30 · Previous page · First page