As you progress through the game, you definetly want to buy upgrades. It will streamline the progression.
This is currently on high development meaning that 90% of the time spent inside the project is dedicated to the store.
Next up
Hey there, It's the "Crt-filter guy" again, hehe. Here's a screenshot of something I've been working on. Of course, a clicker game isn't complete with a "simple" upgrading system. Tell me what you think about it if you can.
I went in, made some changes and darn, it looks so much better now.
Progress for Debug build: 35% complete Implementing:
-Upgrades(45%) -Scotty Interactions(10%)
-Audio effects (50% done already) -Main Menu Functionality (90%) To Implement:
-Day and Week counter
Now i now, i'm not the best game designer if you look at my older work, but just look at this. Is it fair to say i've improved?
"Who is this? What is this? is it going to hurt me? They said it was safe, but i didn't believe them."
Meet Enerflow's New A.I assistant S.C.O.T.T.Y as he explains the inner workings of the EMO-API.
Could it be? A new game? AND IT'S ACTUALLY PLAYABLE FROM A GAMEPLAY POINT? WHAT?
Got the time?
I've been thinking about a new Clickerr game, but with more focus on stuff like story and less on just hardcore clicking.
Don't forget that you're never alone! Though... he's not the most open "helper".
This is my upcomming project, i like to make clicker games but i can't draw AT ALL, so i resort to using effects, so now i'm wondering, does this actually feel like a CRT-monitor or is there something that has to change?
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