I did not notice that the boss name is a drop-down. I should have, it's labeled, but I didn't.
I'm changing my votes to "Yes"es.
The event notifications pop up so frequently that I wasn't able to explore the research tree or review all the tabs. There is some "lossy" bit of programming in here somewhere that caused my browser to stop scrolling or accept input until I purged my phone's 'active program' cache altogether, so I only got about a minute of gameplay after the UI introduction.
I vaguely remember a "robot fight arena" style game with a similar premise, except as an async PvP with an if/then style programming language. It had a solid fan base back in the day.
I would have kept playing after the tutorial. The just-in-time skill unlocking makes it hard to assess if I'd have buy in starting a fight with a batch of already unlocked skills - as the prototype exists, by the time the player understands the UI and finishes the tutorial there's nothing left to test against, so I can't say for certain if I'd enjoy the game proper.
The first three questions you list are all "No"s for me, but probably just because the tutorial held my hand until the last seconds of the game. I'm afraid from a new player's POV this is more of a prototype of the tutorial than of the actual game system itself.
Using a phone, I had to choose between watching the combat log or seeing the rotations - both wouldn't display at the same time. If you like the "Rotation" term, maybe making the actions play out via overlapping circles, like clocks imbedded in clocks, would condense the UI enough to present both simultaneously?
"Dope Wars" without the debt, random events, or theming.There's no hard end date, but the four available stocks keep tanking and the player has a limited number of times they can refill the empty slot with a new stock. This creates a functional endgame, although the player still has to quit manually once they're out of options. No short selling, buying in margin, naked shorting, futures, etc - straight buy-hold-sell at arbitrage.
The AP system restricts the quantity of stocks that can get shuffled around quite a bit, so there is no 'power creep' as the player accumulates cash. I suspected that buying Assets, the one non-stock purchasing option, might buff the AP limit but that wasn't the case. Assets don't seem to do anything.
Some math : The ultimate asset purchase, last entry in a very long list, costs about 67 billion dollars. So that's the theoretical goal, right? A game might have, from my testing, about 275 days before the limited stock switching catches up to the player and neutralizes their agency. Selling costs 2x AP of buying, so buying the max stock quantity (25) and selling it off takes at least 3 days - that's 91.5 cycles of buying and selling, each moving 25 stocks (assuming maximum efficiency), so about 2300 individual stock movements.Stocks hang out in the tens/hundreds of dollars range, but if we assume the player somehow nets a profit of ten times the highest stock price I saw in two playthroughs with each trade, we can say 10k each trade. So, a very very generous cap of $23 million profit, assuming buying stocks were free and the market always gave the player golden opportunities every single day. That's quite a bit less than 67 billion.
There's a solid foundation here, but without any theming or plot beyond 'prices fluctuate, play arbitrage", mechanics that conflict with the stock market concept (arbitrary 'switch' limits, energy cost for each individual stock transfered), and no 'juice' to speak of (default popups for notifications, hard cuts between screens, minimalist fluff text) I think I'd be offended if I had paid five dollars for this as-is.
Good luck. This might help :
https://www.w3schools.com/html/html_responsive.asp
As is, I have a button to add a bit, and one to reset the game entirely. I chose fiat, if that matters. (Although the reset doesn't let me re decide what to peg the value of my currency to.) No way to spend bits.
Very nice! The blink-travel is a cunning workaround to visualizing movement, and even though it's clearly a series of encounters, the game presents itself with the style of a blobber dungeon crawler so well that it tricks the brain into considering it a Dungeon Master/Bards Tale/Eye of the Beholder type of experience.
About an hour. Runs well on Android.
Linear generators that subsequently cost ^1.15, building towards a prestige system that increases all output by about 50%/cycle. A solid foundation.
Issues : whether a generator is purchasable does not update with auto generator ticks. So the player can have enough currency to buy something but be unable to buy it until they manually click the 'give me one unit of currency' button, which doesn't happen much once the autogens get rolling.
The currency is alternately called Science Points (SP) and APS in different places, although it's the same resource.
Touching the 'buy' button multiple times on phone browser is unreliable - I often had to navigate away, then back to the button between purchases.
Buying 100 of a generator is a selectable option. Do the math on that and you'll see that just the last generator, without considering the 99 before it, will cost over 1.17 million times the first generator's cost. Nobody is ever going to want/ be able to use that - maybe a Buy Max instead?
Two of the last few generators are much, much cheaper than their proceeding ones and produce much less per second, but are narratively and positionally implied to be superior to their predecessors.
Prestige's stated income increase, after the second cycle or so, no longer matches the actual income boost. I was pulling 3.5-4 times despite having a stated boost of about 1.8 times.
There isn't anything to differentiate it from the baseline clicker game, excepting maybe that it's competently presented and assembled. Once the player prestiges they've seen everything and can just do that again but quicker. The significant differences in production between generators means it's usually 5 or 10 times as many minor ones to match the output of the next higher one - couple that to the exponential cost increase, and the only reasonable option is to buy 3-5 of each tier and then move to the next, never looking back. Because of that, there's no real choices to be made, just the grind.
Tested on Android via DuckDuckGo (Chromium based) browser.
An amazingly well balanced game, in terms of the exchange and interdependencies between currencies and the 'idle for five, ten minutes, then check again' pacing. Good unfolding of additional elements over time, and good hunting as to unlockables to come keep the grind from feeling pointless. Appears to just petter out eventually without any kind of resolution, unfortunately.
As of 04Jan26, the magic egg that multiplies prestige returns doesn't affect PP income. It claims it will, the projected income is shown before the Prestige option is selected, but the baseline amount is what the player actually receives.
Ditto the magic egg that boosts RChicken production - the magic eggs per second display increments upwards as the player acquired the applicable egg, but the actual figures don't increase accordingly. (I'm getting about 800 blue per second, with a displayed income of 5k+ per second)
I had fun with this game - thank you for putting it out there.
If you're interested in doing updates, I found that by the time you've 'doubled' vehicle capacity three times, each truck can carry more than the total storage capacity for undelivered milk. There's no reason to unlock anything past that point, since every truck will always consume the total sum of all the player's milk of a given type - this makes the 'triple capacity' upgrade irrelevant, as is the last two 'double' options. From the phrasing, I think you meant to have each upgrade purchasable once? That would make more sense re truck vs silo storage sizes.
The automated truckers don't seem to care about capacity upgrades, delivering odd and low quantities of milk. 88 milk in a run with a tanker of 400 units storage, for example.
A substantial update! Lots of new layers/features. Pretty neat!
On my Android (Duckduckgo browser) it's truncating the bottom of most screens, though. So I can't access the high end generators/cooling systems/multipliers, can't see what's actually happening in the network hacking section, can't access the button I can see two pixels of in the prestige menu, etc. The new mini games seem to mostly need a keyboard? Precision, for example, just keeps cycling until I hit the close button and take the heat hit. I do really like that the penalty for failing a mini game is so minor - I'd be willing to keep playing despite that, if I could still reach all the necessary upgrades/prestige options.
Early days, and for a jam, but if you're willing to accept some criticism...
If your game is browser-play only, having a quit button on the main menu is kind of pointless. As it is, it just crashes everything and requires a tab/browser reset to play again.
Dollface is sporting iron sights, not a scope like she says. I dunno, maybe she's being sarcastic?
The timer is a little subtle, it took a few failures to ID why my dates were ending so badly. Maybe thicken up the bar a little, or move it adjacent to the romance gauge?
Ya gotta get out of here with that 220V outlet on the win screen! We use 120s in America, the Eastern Hemisphere wall outlet really stands out as unAmerican.
Reconsider the farm as a titlescreen backdrop - the game leans hard on the "Rednecks as hicks" trope, and while farmers can be Rednecks in the literal sense (Southern American outdoor blue collar workers) no 21st century American farmer has the mix of laziness, ignorance, and xenophobia to be described as a hick.
Gripes aside, good work putting together a system that feels tense and a little puzzle-like. I dug the Southern Fried Hatoful Boyfriend theme, too. Hope I get to play a version with Angelica and Amanda II some day.
Please consider implementing an end state as well. Even with an enjoyable game there's always a sour sense of frustration at the end when I have been grinding for a while and come to the reluctant conclusion that there's nothing else and I've been wasting my last 10/20/60 minutes hunting for a resolution that isn't there. I think that's a common complaint in the indie-clicker-sphere.
Good on ya for putting a game out there! It's a big step.
It currently has some game breaking issues, at least on a phone, because the UI elements overlap each other and the second upgrade can't be purchased. It says it costs 500 points, but even with thousands of points available it gives a warning that the player needs more points to buy it.
Edit : following issue has been fixed.
The game has been updated to be playable on a phone, but the prestige system access wasn't programmed to be scrollable and extends beyond the bottom of the screen. The expanding menu navigation options that appear as you unlock features also "push" elements off the screen elsewhere - after the first prestige, the scroll box extends below the screen far enough that the newest upgrades are always inaccessible.
V1 was pretty impressive given the constraints - better than half the uploads I've played - and V2 is a surprisingly quick post-jam-entry update with a lot of content and QoL improvements.
Small gripes - the jump from level 87 to 88 is astronomical compared to any other level up requirement I noticed. (An extra zero might have been added by mistake? ) Also, because costs scale with each purchase within an upgrade type, having twice as much money isn't the same as having twice as much buying potential. Spending X dollars also means getting that cash back quicker than it took to get the first time. So gambling almost always felt like a mistake to be avoided - I didn't mess with it unless events conspired to give me ~95% odds. Might need to make the odds or payout more tempting unless the game is intentionally making a point about the futility of wagering on games of chance.
Pretty fun! I was surprised, because of how active this incremental game is, to put it down overnight and find my prestige points had gone up by roughly 40 playthroughs the next morning.
I got as far as the second boss fight - by that point my refresh rate was something like one frame a second - and after dying to it the game decided not to respawn me anymore. I'd say it froze, but I can still access the upgrade menus.
I'm assuming difficulties unlock with play? I wasn't able to select anything but Easy Mode from the start menu.
There's a point about 20 waves in where the game reliably dumps something like 20grand in points on the player, and if they don't spend it on upgrades within a few seconds they're toast. I'm not sure if that was as intended or if that wave has some scaling issues?