sxsphinxstack

Projects / An idle game that respects the player

An idle game that respects the player

Level 2: two to three weeks, real architecture. Use with: build-a-game, build-web-app. Resume line when done: Built {project_name}, an incremental game with persistent saves — live at {url}

Brief

An incremental game where a number goes up: pick a resource from your life (loaves baked, laps swum, posters printed) and let the player click for it, then buy generators that produce it automatically, then buy upgrades that multiply the generators. The craft is in the curves: each next purchase should be visible and slightly out of reach. Saves are the real engineering: state autosaves, loads on return, grants honest offline progress, and can be exported and imported as a string. Finished means a run has an ending you designed, and no dark patterns anywhere.

Personalize

Milestones

  1. Design note in the README: the resource, ten tier names, the cost growth factor you will start with, and what the ending is.
  2. Click button and resource counter working. Deploy.
  3. First generator: costs resources, produces per second, cost rises with each purchase.
  4. Autosave to localStorage every few seconds and on tab close; load on return. Kill the tab mid-run and verify nothing is lost.
  5. End of week one: click, buy, watch the rate climb, close the tab, come back to your progress.
  6. Offline progress: compute what generators earned while away, cap it, and say plainly on return what was earned and how.
  7. Three more generator tiers and multiplier upgrades; tune the curves so the next purchase is always in sight.
  8. Number formatting past a million (1.2M, 3.4B), because raw digits stop meaning anything.
  9. Settings screen: export save as a string, import one, and a hard-reset behind a confirmation.
  10. The ending you designed, reachable in roughly a week of casual play.
  11. Multi-day playtest with your three named testers; watch where the curve stalls them and retune it. Ship.

Done means