Play prototype
Debt Clicker's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #13 | 3.182 | 3.182 |
Audio | #16 | 2.909 | 2.909 |
Controls | #17 | 3.091 | 3.091 |
Originality | #19 | 2.364 | 2.364 |
Overall | #20 | 2.697 | 2.697 |
Fun | #21 | 2.455 | 2.455 |
Graphics | #24 | 2.182 | 2.182 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.2
Source
https://gitlab.com/toby3d/wild-jam-17
Game Description
Antikliker where you try to get rid of debt by getting into other debts
Discord Username
toby3d#0001
Participation Level
First time
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Comments
Fun clicker! I included it in my Godot Wild Jam #17 compilation video series, if you’d like to take a look. :)I tried the macOS version, it launches, but when I click "Plunge into debt" nothing happens…
I tried to rebuild the project. Try again. If it doesn’t work, then I will use the bleeding edge version of the engine.
I got this error running on Debian (GNU/Linux) 10 stable:
./debt-clicker.x86_64: /lib/x86_64-linux-gnu/libm.so.6: version `GLIBC_2.29' not found (
required by ./debt-clicker.x86_64)
Please, see godotengine/godot#31950 issue
"You should report this to the Dev of that demo. Official Godot binaries are built on Ubuntu 14.04 and don't have this compat issue."
Well, that’s pretty weird. I can try to build a project under the “official” version of Godot, but I can not guarantee compatibility with any linux distributions, even though I work under Arch.
P.S.: Reuploaded to channel. Try again, please.
P.P.S: Oh no, the stable version is unable to process the script that normally processes the latest release candidate. Reuploaded again.
Generally, I actually like clicker/idle games when they're well done. I think this has potential. I like where you were going with it, but feel like it needs to be a little easier early on to get people addicted. I actually think you should continue working on it - that's how much I thought of the potential. Good work!
Due to strict time limits (free time after work), I did not manage to pay due attention to the balance and the prototype now issues tasks based on randomness from the set that was originally built in.
But, I think, the basic idea should be clear: I wanted to build the whole game on “second chances” and force the player to lose enough to win, but not too much for this to become a problem.
Well, if someone really likes the idea, then I will try to develop it much more than what I managed to do in the prototype. I have enough ideas to diversify the mechanics, terms of contracts and (even) the plot.
Thanks for your comment!
I don't think the Apple export is named correctly, at least - it looks like it was made either for Linux (x86-64), or for Windows (.exe), but not Mac, which is usually .dmg.
I work under Linux, so when exporting for MacOS, I get a
.zip
file. Should I just rename it to.dmg
or do I need to unzip the archive and send its contents to channel?Okay, it seems it's just a weird naming thing. My apologies! The Mac app works. Will post a rating shortly.