>>49066
Nice proof of concept!
If this really becomes a thing, it might be a good idea to look at mobile games to see how to best optimize it for addictive potential.
I think thats where the real power of such a game lies in, instead of trying to put the player in trance or such.
For one, limiting session length each day, but allowing the user to buy upgrades with the clicks they made. Like 5,7,9…. min.
Perhaps with a slowly decreasing click power factor after the cutoff time.
Next, a combo system could be put in place that increases your click power.
10 combo → x2
100 combo -→ x3
1000combo -→ x4
That way playing full sessions would be strongly encouraged.
The upgrades should be quite easy to get at first, but quickly get harder until eventually tapering off on a plateu.
Matching upgrades like spiral and click effect colour might encourage getting both.
A galery with everything you achieved so far would be great, but i think its just as important to have a shop that shows you exactly what you still have to work towards.
And the list goes on and on… dont even get me started on how much awesome stuff you could do with music/sound effects.
Like a mode where your click power depends not on speed, but correctly matching the rhythm of some binaural beats…. perhaps randomly available every now and then.
Of course it would be a good idea to look at some papers to get the ideal timeframes and factors like when to reward to keep players hooked, but i think thats still quite far off.
I wouldnt mind making such a game, especially on mobile, if it payed for my time.
But considering how much of a niche community this is, i dont see that happening sadly.
Anyhow, have a good one guys!