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(+1)

Tool tips would be nice but here is my understanding from experimentation:

You can tap the objects to damage them and tap the turtle to get cell (income) ((should that be cells?)).

More destruction = bigger income multiplier.

Acid spit & gamma breath = passive damage.

Spiked shell & radio active tail = bigger click damage.

Cell core = passive income.

Evolution = prestige.

There are currently only two evolutions.

(1 edit)

Hmm, good idea, you have excellent game design skills :)

May I suggest an upgrade that lets you add or convert passive damage to your click damage? It would add more to the feeling of player adjentcy.

Thanks a lot for the great feedback! Honestly, after 8 days of non-stop work on sprites and sound, I’m completely exhausted and just wanted to finish and release the game. I really appreciate your support and would love it if you followed my future work. I want to focus on higher quality incremental games in the future, and I’ll definitely use your design tips to make them better. Thank you!