Thank you.
I aim to please, so any indication you enjoyed it makes it all worthwhile.
I hated clickers for ages. I would have been much less polite about it. It’s nuts right. This was the first game I set out to make “incremental” so I apologise if I got that bit wrong. I thought their popularity was in automating the repetitive (or clicky) bits.
That said, I did discover what you questioned might be a bug, late in the day, as I had to test faster, so I just went with it. Holding the key is supposed to be marginally slower than frantic clicking, if only to give it room to be upgradeable to the level of manually clicking.
Tutorials are always a problem, every game (except clones of popular games) has that initial hurdle to grab the player in. I simply had too many irons in the fire to lock in on this earlier. I worried about it here, and thought adding animated gifs after publishing would work. I see tons of gifs on other games, though probably more demo’ing art than as tutorials.
The problem with tutorials in code is they follow the code, and can hold it back or refer to older variants. I think I was silent on prospectors. They weren’t base kit for a long time. I knew where everything was and had no playtesters. Concessions were made here. I also think the rock and ore tiles could be finer resolution than the boring machine. Writing up my TODO list earlier, this felt too much work if the game never sees players after the jam.
I read somewhere only incrementals get indexed by itch. Hence game.
Thanks for the review.