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Reviews for "Planet clicker"

With having over 70 antimatter condersators in "Cookie Clicker", I had enough clicking things.

And this feels the same. I like this, how the planet keep changing, you did good job there !

Decent enough concept, though not a new one. I like the pixel art, and how the planetoid changes over time. Others have already mentioned how the code needs to be cleaned up, and memory released from subroutines, so I'll spare you that, again. Lack of a savegame doesn't really mean much to me, so I won't include that in my rating. There aren't any badges to unlock, which is a very minor disappointment.

Major issues I have, which reflect in my rating are:

- Upgrades do not function as advertised, and making sure that they do is a simple matter of making sure values are plugged in correctly. It's a strong hint of carelessness. If you don't care about your game, why should I?

- There is no incentive to be present after the fourth upgrade or so, because clicking the screen accomplishes very little - other than tiring out your button finger and wearing out your mouse. (Suggestion: Instead of Cells generating points every few seconds, how about Cells making each mouse-click worth more?)

- There is a distinct air of contempt in the text. Describing human beings as lazy and destructive may be accurate and briefly humorous, but your "help" page insults the intelligence of your potential fanbase, and is not likely to help your ratings. Low ratings are not likely to help your visits. Low visits are not likely to help generate advertising revenue. Ergo, a somewhat nicer outlook towards your fanbase will probably not only make you more popular, but make you a little richer, too.

- Get an editor. Some people might not really mind the lack of capitalization and punctuation (especially in this small of a game), but it's a put-off to people who do. Communicate in a professional manor, and people will tend to take your work more seriously... which is a good idea if you plan on doing this kind of work for a living.

I'm not posting this to be a jerk. This is a constructive critique.

* BTW - apparently, upgrading Cells doesn't cost you any points, as long as you have the requisite amount.

I don't know how this game has so many views...

cause it had something like cookie clicker but even that game is better then this one

I want to like this game so much.

Sadly, I'm disappointed. Everyone else has mentioned the lag, and I'll echo that: as low-key as the graphics are this game shouldn't be chugging along like frozen molasses.

But there's a bigger problem here:

The maker of this game clearly understands the idea of Cookie Clicker's addictive "Click things, buy stuff with points to make more stuff" design. However, they fail to express an understanding of why it works. There's the idea of reward mechanism here: you get arbitrary points, and high numbers are good. Yay! That's the simple part!

Where it's fallen apart here is twofold: price and reward.

See, when I'm playing Cookie Clicker, within a handful of minutes I've got many hands and at least a grandmother or two chugging away for me. Each new level of production provides so much more *stuff* that it's frankly staggering. And the reward of being able to buy something new is repeated again and again early on. It's drilled into us.

Here, I've been playing for an hour and I have less than twenty things.

One sec. My browser messed up and flushed all my files for that game. So I'm gonna see how long it takes me to go from nothing producing clicks to twenty things.

Okay, it's been five minutes. Fifteen cursors (At rougly 8x the initial starting cost) and five grandmothers (at roughly 2x). This in addition to some other things I bought in there--I'm not gonna talk upgrades here, that's beyond the scope of this argument--and it's pretty clear: the game designer doesn't want the players to buy things. Its rapidly increasing prices make every single purchase a slog. Every single one. It seems to start with an assumption that of course we want to sit here and click.

Which, with this game, we very rapidly don't.

So we have part 2: reward.
When I buy my first grandmother, she's pumping out five times what any one of my cursors is doing. The farm is gonna dwarf her, and so on. By the time I get to the upper levels, adding my first whatever dramatically increases my workflow--I may have a dozen or more alchemy labs, for instance, but the moment I get a Portal...did I really think I was going fast before?

Now I will grant you that this kind of works in some cases, but the glacial pace of growth--and sharply geometrically increasing prices--means that, for instance, even though I have enough points to buy plants, I've got to spend even more on water.

...Don't get me wrong. There's some good seeds of ideas here, but this needs to be smoothed out a lot before it's enjoyable.