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First of all, a labyrinth only ever has one path, so that you never reach a dead end or a fork and only make progress.  What you have are mazes.

Second of all, why are there mazes.

Third of all, there seems to be an implicit hard cap on idle progress.  Currently I'm looking at manual clicks that do 317 damage--one-shotting everything--idle clicks that do 357 damage (i.e. they should also one-shot everything) and 17549 idle clicks per second.  Yet only a couple of blocks pop every second on their own.

I don't really see any reason to continue.  Maybe it's all a metaphor and I'm supposed to just be walking in loops for no reason without knowing how to proceed.

My mistake, you are indeed right. I actually do know that, but got it mixed up back then. It'll be corrected in 1.7.3.2 :)

As to why it is there. Hmm. I can't say much about that at the time being :P

What you are seeing is a limit I put in place for performance reasons. It would take way too much processing power to actually calculate those hits. Instead there is the feature called limit break, in the top right, that takes care of all hits happening above 20/s. If you hover on the bar right above the idle hit upgrades, it explains it.

I definitely see how at some point it may become a bit samey. Depending on where you are right now you may be quite close to something curious. But I can't say much more about that here :)

That said, thank you for giving Pixelgrab a try! :D