Recently I decided to try to make my first game and chose the clicker format - it seems to be nothing complicated. But when I started to dive into the details, I realized that there were more nuances than I expected. For example, how do I make sure that the player doesn't get tired of the monotonous clicking? How to add progress and rewards so as not to overload the game, but also not to make it too simple? A couple weeks ago I made a test version and showed it to my friends. Everyone, of course, praised it, but said that after five minutes you lose interest. Now I'm thinking: maybe I need to add more mechanics or change the pace of the game? Has anyone encountered this at the initial stage?
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It's cool that such topics are discussed here! I don't really know much about it, but I've always admired how developers find new ways to engage players. I spend more time playing strategy and role-playing games myself, but I like how the gaming industry is changing. Maybe one day I will try something from this format, although for now I like to just play without additional goals. But it is interesting to read about new trends, I will follow the topic.
I know what you're talking about! Clicker gamedesign is really deceptively simple. When I did my first project, I had a similar problem. The key to success is to keep the player interested through progressive rewards and unexpected twists. For example, adding elements of randomness or mini-quests can diversify the game. Balance is also important: progressing too quickly will make the game short and progressing too slowly will make it tedious. If you need more detailed tips, check out this article on how to make a clicker game. It covers the main aspects of design, from economy and balance to monetization integration. By the way, it was the tips from this article that helped me fix my game when I added a randomized reward system to it. It revitalized gameplay and kept players' interest longer.