Untitled Incremental Game

Posted December 29, 2024. Updated June 1, 2025. Played 2533 times for a total of 857 hours.
description
A tiny incremental game where you create shapes.
Very simple, made to help me learn HTML, CSS and Javascript.
Features
Prestige Mechanics
dont you love resetting your progress for a minor boost?
yeahh we got that
localStorage Saving
the bare minimum
Achievements
how do you get them? won't tell you!
Clicking
carpal tunnel
Complexity
what is that supposed to mean
High Octane Gameplay
a reference?? wao
Lots of Content
and walls of text too
Open-Source
play the game already
latest update
The Update That Makes The Game Slightly Less Awful v1.2 June 1, 2025
+ Achievement banner is now displayed to the right of the main content, and doesn't shift main content down
+ Added 3 achievements (2 secret) ()
+ Added settings menu
+ Added importing and exporting save file to clipboard
+ Added border to help and stats menus
+ Added link to changelog in main game
+ Added more stats
~ Fixed load button displaying incorrect message
~ Moved altar-related currencies into main currencies div
~ Overclock-related upgrades now scale more steeply
~ Replaced most alerts with popup (confirmations and prompts remain)
~ Moved save and load data buttons to new settings menu
- Fixed maxed shop upgrades displaying as having NaN/Infinity cost
- Removed emojis from achievement names and descriptions becaus btoa() doesn't like it ()
- Deleted unsused TextEncoder() and TextDecoder() instances
- Fixed being unable to and not checking for Infinity or NaN
- Fixed setting instead of adding
newest comments
it's way too easy to hit NaN in this game :D
i reached infinity EVERYTHING, in just an hour >:)
So, remove overclock bc game breaking
So, I broke the game, everything is NaN, hah
Lmao i reached Infinity shape
top comments
WARNING : there is NO SAVING feature. I've tried reloading the game because of the game's price being wrong after prestige, and.. yeah, back to start. Only play if you're planning to go all the way to the end.
developer response: sorry about that :(
your stats are saved to localStorage now
Some feedback/bugs:
The price UI doesn't reset correctly after prestige, misleading the player about the cost of upgrades.
The text in the buttons is so much bigger than the text for the cost/resource. In general the upgrade descriptions are going to be something the player only needs to read once, while the current resources and costs are the things that they are monitoring to decide when it's time to buy upgrades/prestige/etc.
Not having a minimum/standard width for boxes looks a little cheesy.
There's absolutely no contrast on the generate shapes button, it hurts to look at. In general we could find a color scheme that's a little more coherent. We seem to want to differentiate element types with by color, but then upgrades/settings/paintings and prestige/overclock all share colors which falsely hints that they are in the same hierarchy or family of functionality.
It's always nice to give feedback when something is purchasable by subtly changing the button color, disabling the button if it can't be clicked (again, rather than giving an alert) or perhaps even highlighting the resource that is lacking.
Moving the content to show an achievement banner is both visually irritating and might make players click the wrong upgrade in some cases, which could be frustrating/unfair. We could have the same banner as its own screen-space overlay rather than adding it to the container with the rest of the content.
We can disable user-select for the whole html or body so that dragging over the cost elements doesn't highlight the text.
Using alerts/popups for input and messaging is rather annoying, we could get similar functionality by making an overlay or toolitp div that captures clicks from passing through and assigning the message or input element, then enable/disable that div as needed. That way the style will be consistent with the rest of the game at least. Seeing an alert makes me think something has gone wrong (plus a player can disable them and presumably break the game) .
There's no (easy) way for a player to see how many prestiges they've done, even though it's required info for paintings.
There's a ton of empty space, yet we need to scroll up and down to see all the elements. We could easily fit the various prestiges into a horizontal group and still have plenty of room for upgrades.
developer response: thanks so much for the feedback! this game is pretty old now, but i have tried with my (slightly) better js knowledge to implement as many fixes and improvements as possible! <3
overclock + double shapes per click = inflation. yea.
it's way too easy to hit NaN in this game :D
Dear AmazinDood, there is a mistake in your game. When you Prestige, the cost for everything resets, but it does not show that it resets until you buy something. This is a very easy fix; all you have to do is copy the code you have in your "buying upgrades" segment of your code, (Or whatever it is that you call it.) and paste it into your "Prestige" segment. (Or whatever it is that you call it.) This would be a much appreciated fix, despite it being a small one. Would you please fix this issue?
Best Wishes,
Ultimate_Grinder
developer response: thanks for telling me, it should be fixed in the latest update