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Ok, so originally, I thought this was just a cool demo for a game idea that obviously was just padded for runtime, but this comment instead shows lack of understanding for how clicker games work. Clicker games are built around the idea of content layers, in which each layer supplements the previous layer, eventually replacing the previous layer in importance. This helps keep the game feeling fresh and reduces the time spent mindlessly clicking tens of thousands of times. For example, in clicker heroes, the game starts out with you manually clicking. However, the game then quickly introduces dps heroes that replace manual clicking relatively quickly. Each of those heroes have their own upgrades that speed up gameplay even further. Clicker heroes is also a game that can just be left running idle, allowing you to revisit the game when you feel less burnt out. Then, there are a lot more content layers, ancients, mercenaries, gear, guilds, auto clickers (change the game enough that i would consider it a layer,) and transcendence. All of these layers help to take away from the monotony of clicking. In your game, there are only really 3 content layers. clicking, upgrading, and that weird stage where you are actually able to afford upgrades and they are all unlocked. Notable, one of these is really low level, and the other two are basically the same thing. One way this could be improved is by making it so that the helpers are more powerful. Another way is by making there be some sort of equivalent of 2nd layer of abstraction that speeds up the game. What this could be really just depends on how abstract you want the game to be. Some examples of what could work include ascensions (just a simple restart with upgrades), the boss dropping loot alongside restarting the game that, and maybe different worlds? I think implementation of concepts such as these really help prevent a game from feeling stretched thin.
Sorry for the aggressive intro, I just needed that good opening statement, hope the rest of the info was helpful.