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Posted September 15, 2025. Updated September 16, 2025. Played 449 times for a total of 113 hours.
description
Welcome to an oddly satisfying clicker that rewards good aim and optimized builds. Click the balls to make them split. Get paid when you reach the top.
I managed to get my bounce reward to be negative a couple of times. Both times it happened when it got to about 500Qa. This completely kills the run if it happens.
Pretty good demo. As others have noted - I can see it would be hard to click on a mobile device or trackpad (or track ball).
That said - as a paid game? Im not sure.
Interesting concept though. Some old ideas packaged in a new way.
Pros
+ I like the overall theming, the music and SFX complement the graphics nicely.
+ Campaigns with certain restrictions is an interesting way to add difficulty. So-Sos
~ From the Steam description: "First you click, then you chill." Like **** did I ever chill. XD Even the "Lite" campaign has a time limit, yes you have meta-progression, but that only goes so far.
~ The "don't click for X seconds" objective includes clicking to buy upgrades, which is frustrating.
~ Most of the objectives are simply "buy an upgrade", which is kind of strange. The streak/multi-hit objectives are good though.
~ Level layout is barebones. I know it's called "clicker climber", but I'd like to see more than stacked squares. What about a maze? Or multiple possible paths to different goals? Cons
- The text that covers the play area sticks around too long (e.g. "7/10 misses" or "30 seconds left"), I think it would be a lot better if it appeared out of the way - especially for Maximum where the last 30 seconds can be very tense.
- A tutorial level would go far, some concepts aren't intuitive. (Balls respawn after reaching the goal, the click combo system, why prestiging is useful...)
- On ball respawning: This could serve better as a toggle (or only respawn the ball if the player has 1 left). "Goal-focussed" builds are awful when the level is bigger because you have to constantly prestige the ball maximum to have any chance of getting a lot of balls close to the goal again.
- Navigating up/down the level requires you to click in the square above/below the currently focussed one. The player should be able to navigate the level without needing to do this. I got stuck at the top square of a level for a while because the middle square was empty and I couldn't see the bottom one. :( Overall
It's a good timewaster. For a full game, I'd like to see more variety in builds than "start goal-focussed -> transition to bounce-focussed" over and over (and definitely more variety in levels), but for a few $ I could see myself picking this up.
newest comments
why is there so much bloom
I managed to get my bounce reward to be negative a couple of times. Both times it happened when it got to about 500Qa. This completely kills the run if it happens.
why is it all itch.io it's blocked and i play these at school
where's the option to disable audio
developer response: Pressing escape opens the settings menu; you can turn down the vol sliders to zero
Pyrocon: fixed, sorry!
top comments
Pretty good demo. As others have noted - I can see it would be hard to click on a mobile device or trackpad (or track ball).
That said - as a paid game? Im not sure.
Interesting concept though. Some old ideas packaged in a new way.
where's the option to disable audio
developer response: Pressing escape opens the settings menu; you can turn down the vol sliders to zero
Pros
+ I like the overall theming, the music and SFX complement the graphics nicely.
+ Campaigns with certain restrictions is an interesting way to add difficulty.
So-Sos
~ From the Steam description: "First you click, then you chill." Like **** did I ever chill. XD Even the "Lite" campaign has a time limit, yes you have meta-progression, but that only goes so far.
~ The "don't click for X seconds" objective includes clicking to buy upgrades, which is frustrating.
~ Most of the objectives are simply "buy an upgrade", which is kind of strange. The streak/multi-hit objectives are good though.
~ Level layout is barebones. I know it's called "clicker climber", but I'd like to see more than stacked squares. What about a maze? Or multiple possible paths to different goals?
Cons
- The text that covers the play area sticks around too long (e.g. "7/10 misses" or "30 seconds left"), I think it would be a lot better if it appeared out of the way - especially for Maximum where the last 30 seconds can be very tense.
- A tutorial level would go far, some concepts aren't intuitive. (Balls respawn after reaching the goal, the click combo system, why prestiging is useful...)
- On ball respawning: This could serve better as a toggle (or only respawn the ball if the player has 1 left). "Goal-focussed" builds are awful when the level is bigger because you have to constantly prestige the ball maximum to have any chance of getting a lot of balls close to the goal again.
- Navigating up/down the level requires you to click in the square above/below the currently focussed one. The player should be able to navigate the level without needing to do this. I got stuck at the top square of a level for a while because the middle square was empty and I couldn't see the bottom one. :(
Overall
It's a good timewaster. For a full game, I'd like to see more variety in builds than "start goal-focussed -> transition to bounce-focussed" over and over (and definitely more variety in levels), but for a few $ I could see myself picking this up.
It is really difficult to click them on a trackpad.
Umm I can't touch the lite(I'm mobile)