Start of Play Tips
You start out with 6 instant attacks. This means you can click on that youngling S rank and instantly slay it, giving it no chance to attack you.
If you do it quickly you will get to 6 strength while the S rank is only at 4 or 5 strength. This will give you a small lead, so you can let the game idle for awhile - the repeated slayings will give more strength charge or instant attack charges. Let it idle for a minute or so, then come back to use instant attacks and hit the strength button.
How Strength Works
If the S rank has between equal to your strength or is only five or less higher than your strength, it makes an inaccurate attack upon you (you might say it's at a disadvantage). Once it's more than five higher than your strength, it makes accurate attacks - so you'll be hit a lot of the time. This will probably be the way your character dies, in other words.
If the S-rank's strength is 50 or less below yours they make inaccurate, weak attacks. Generally bandages will make these attacks meaningless - unless your run out of bandages.
S rank gain 1 strength every time you gain 1 strength from defeating one, but occasionally gain 2 - this is how they catch up and get past your strength.
They don't gain strength when you do instant attacks or use the strength gain button (or when you click on bonus swords). So these are the ways you can catch up to S rank that are stronger than you.
The 'STR: 7/16' is a bit of a tip of the hat to D&D - it represents starting out with a 7 strength in D&D and getting all the way to 16 strength. I like to think of it as what a character went through before even getting starting stats (as char gen stat distribution let you assign a 16 to strength straight away)
Don't come up with an adventure. Yep, this goes counter to a lot of other advice you'll find everywhere else.
you want is for each player to make up a life goal for their PC, like
'Find my sister' or 'Build a grand cathedral' or 'Kill the man who sold
me out and left me to die'
Then make up various forces in the area. Try to avoid 'if you don't stop them, the world will end' stuff.
Have a range - some forces might want to destroy a city. Others might just want to steal apples from an orchard. Write up three or so, ranging in size.
Then write up clues that would show these things are happening. Eg, creatures are stealing parts for a powerful arcane bomb in the night. Write up clues that could be found in a number of places - whether the players stay in a bar, delive underground or climb a mountain, try and write clues that could happen in as many of these places as possible - preferably all of them (though that can be hard).
Then write up how, if not interfeared with, these plans will happen over time.
Now do one or two more, per player, in regards to their own goals.
Finally, two things: accept that none of this material might get used!! The PC's might go and do something else. Let go of the idea everything you write will get used - don't fall in love with a piece of material and think 'this is gunna be so great when they do it' - because they might not do it. It's ok, setting wise it might be possible for it to happen another time. But if it's not possible anymore (it involves the king and the king died), just accept its gone. Sometimes its meant to happen, other times not.
I think I got lucky somehow. Or maybe the idle games market isn't saturated. Some other platformer games I've watched haven't gotten nearly as many plays in the time they were up.
2981 plays so far. So that's a few pluggings of the 'grow your own food' idea. Most of those were in the first two days. I only posted about it on the Stencyl forum, have been saving other options simply to get a better guage of effects. If I advertised on all the places I could think of, I wouldn't know which was contributing what.
Had a few bugs to fix - it's hard to catch them once you're used to the game. Probably should have had some way to test each hour quickly - without a way to go through the whole cycle of the game, you can't run a six hour playtest over and over.
So, I'm left wondering if I make a game with more action in it, will I get less plays? The next game is kind of a blend - part action (navigating the mazes of a natural landscape), part idle (gardening, again, of course!). In fact you can play the game as you choose, action or idle or a mutually beneficial mix of both. And a story in it!
It's a more ambitious project, having a features budget of around 25. Of course the budgets always get blown out, but I'm at feature 15 so far.
Just wanted to say this issue is cray cray. It's got some really hard questions all packed in next to each other like kids on a back seat. Cable clones look forward to one day of life and then have to pop themselves or die in agony (presumably) and that's just the start. Privacy vs 'nothing to hide, nothing to fear' issues as well? Man, pile on the issues!
It's the sort of crazy thing that, while I acknowledge as hard to come up with and even harder to consistantly do, is what comics are damn good at and need to keep doing the thing they are good at.
Its an issue with issues. Which is what it should be. I'd recommend getting this one just to be baffled.
Clicka Lettuce Seed is an Idle game based on gardening that you can do in real life - I wanted to concentrate on that, as a way of making an Idle game and showing what anyone could do. It shows how you could save money and use that saved money to hit a series of donation goals - and past that, have the savings for whatever you want!
From the general game blurb:
A more true life Idle game, with actions you could take in real life to save money every day! Grow lettuce plants and harvest their leaves to save on buying food. Do it alot! Get through the eleven donation goals and you get to the final bonus points screen and finish the game! Play again to try for an even higher amount of bonus points!
Note: Oxfam is mentioned in the game so as to promote/advertise for them for free - it's not endorsed by them or anything, though.
Mouse clicks for everything. Look for the red 'start here' sign for where to begin.
Auto harvest and Harvest Cooldown
With Auto Harvest, when you first buy it it starts out at a 12 second cycle.
This lets you idle and is fine if your Harvest Cooldown rate is above 12 seconds.
But if your Harvest Cooldown is at, say, 10 seconds and your Auto Harvest is at 12 seconds, then your crop will sit idle for the two seconds between 10 and twelve. You could get that crop all the sooner if you upgraded Auto Harvest! And that'll make a big difference over each game day (which, incidentally, is 4 minutes in RL)
So if you upgrade your Auto Harvest to match your Harvest Cooldown, you will be harvesting the very moment it's possible to - thus optimising your harvest and getting it done as soon as possible!
At default, whenever you harvest there's a 10% chance you will destroy a lettuce when harvesting from it. The harvest button flashes red when a lettuce is lost.
The Harvest Rate button becomes available once you have 40 lettuce and 1 Karma. Pressing it will reset your Auto Harvest (possibly in future there may be a refund of saved money spend on upgrades) and make your harvesting slower! Yes, slower! But now there is no 10% chance of losing a plant.
This makes it more of a true idle game. You don't have to activate it, you could keep battling against slowly losing crops (and likely gaining far more than you lose, consistantly). But if you don't want to keep battling, normal harvest rate is the way to go.