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X Incremental

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developed by QUACK
rated 2.6 stars, 31 ratings
rated 2.6 stars, 31 ratings
jsactiveprestigeclickerautomation

Posted June 2, 2024. Updated June 10, 2024. Played 605 times for a total of 382 hours.

description


like a button simulator on roblox, with worse quality
start generating X, buy upgrades and get Y and Z for even bigger numbers
prestige to get OP upgrades

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newest comments


EzraPro5324 June 11, 2024
+2comment score: 2

add auto buyers maybe?

Sanas gamedev June 10, 2024
+11comment score: 11

Please add saving

JanexTheHero1 June 10, 2024
+2comment score: 2

What the duck is your username

eyerhymes June 10, 2024
+8comment score: 8

After a relatively small number of prestige upgrades or 'z' points, the game becomes player vs UI. You can always afford the right-most 'x' and 'y' buttons and you are only gated by how fast you can scroll the panels. This leads to a pretty unsatisfying and undirected experience. Why bother with prestige or 'z' once you can get to arbitrarily high point values without redoing the slow startup time?

Besides rethinking the math on how the whole game scales (maybe there is a point where it becomes necessary to escape the x-y loop, but I just didn't reach it), you could start with some quality of life features. The option to automatically scroll tho the right-most button you can afford would save a lot of unnecessary clicks, or just cull the lower-cost buttons once you can afford higher-cost ones. Currently there are no mechanics that incentivize buying lower buttons more than two or three times, even in the early game. I do question the premise of having hundreds of buttons that do ostensibly the same thing, but if that's the design you want, then you must find ways to make it a feature of the game and not an obstacle.

A few small things related to player feedback: It wasn't clear at first what 'y' and 'z' even did, or that they reset your progress (the mention of 'prestige' implied that that would be the progress reset, while 'y' and 'z' just seemed like regular upgrades). It's unclear why "levels" are being tracked with the other resources, implying that they're spendable or usable in some way. It's unclear why the levels of buttons are formatted as Level 1(0), Level 2(0) etc. I don't think I ever noticed the '0' change (maybe it changed once I prestiged, but I didn't notice).

Maybe there are more features that I didn't reach (the game tag mentions automation, which I never saw hint of). If so, those should be hinted at a bit earlier. I played well beyond the point of satisfaction with the simple game loop as I saw it.

Best of luck, and congratulations on making a thing!

galaxyuser63274 countest June 10, 2024
+4comment score: 4

Ok but where saving

top comments


unicodes counter June 10, 2024
+15comment score: 15

add saving and it's a game... i guess?

Sanas gamedev June 10, 2024
+11comment score: 11

Please add saving

milo countest June 10, 2024
+10comment score: 10

unfortunately this game does not save.

eyerhymes June 10, 2024
+8comment score: 8

After a relatively small number of prestige upgrades or 'z' points, the game becomes player vs UI. You can always afford the right-most 'x' and 'y' buttons and you are only gated by how fast you can scroll the panels. This leads to a pretty unsatisfying and undirected experience. Why bother with prestige or 'z' once you can get to arbitrarily high point values without redoing the slow startup time?

Besides rethinking the math on how the whole game scales (maybe there is a point where it becomes necessary to escape the x-y loop, but I just didn't reach it), you could start with some quality of life features. The option to automatically scroll tho the right-most button you can afford would save a lot of unnecessary clicks, or just cull the lower-cost buttons once you can afford higher-cost ones. Currently there are no mechanics that incentivize buying lower buttons more than two or three times, even in the early game. I do question the premise of having hundreds of buttons that do ostensibly the same thing, but if that's the design you want, then you must find ways to make it a feature of the game and not an obstacle.

A few small things related to player feedback: It wasn't clear at first what 'y' and 'z' even did, or that they reset your progress (the mention of 'prestige' implied that that would be the progress reset, while 'y' and 'z' just seemed like regular upgrades). It's unclear why "levels" are being tracked with the other resources, implying that they're spendable or usable in some way. It's unclear why the levels of buttons are formatted as Level 1(0), Level 2(0) etc. I don't think I ever noticed the '0' change (maybe it changed once I prestiged, but I didn't notice).

Maybe there are more features that I didn't reach (the game tag mentions automation, which I never saw hint of). If so, those should be hinted at a bit earlier. I played well beyond the point of satisfaction with the simple game loop as I saw it.

Best of luck, and congratulations on making a thing!

Lustre June 10, 2024
+7comment score: 7

Game doesn't run in the background. That's a big -1 from me, bud.

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