Idle/Incremental Game Specific Elements
Core Click/Interaction
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Primary mechanic:
- Click action (what happens on click)
- Click value progression
- Auto-click mechanics
- Combo/streak systems (if applicable)
- Satisfaction and feedback (visual, audio)
Upgrade Trees
{{upgrade_trees}}
Upgrade systems:
- Upgrade categories (click power, auto-generation, multipliers)
- Upgrade costs and scaling
- Unlock conditions
- Synergies between upgrades
- Upgrade branches and choices
- Meta-upgrades (affect future runs)
Automation Systems
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Passive mechanics:
- Auto-clicker unlocks
- Manager/worker systems
- Multiplier stacking
- Offline progression
- Automation tiers
- Balance between active and idle play
Prestige and Reset Mechanics
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Long-term progression:
- Prestige conditions (when to reset)
- Persistent bonuses after reset
- Prestige currency
- Multiple prestige layers (if applicable)
- Scaling between runs
- Endgame infinite scaling
Number Balancing
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Economy design:
- Exponential growth curves
- Notation systems (K, M, B, T or scientific)
- Soft caps and plateaus
- Time gates
- Pacing of progression
- Wall breaking mechanics
Meta-Progression
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Long-term engagement:
- Achievement system
- Collectibles
- Alternate game modes
- Seasonal content
- Challenge runs
- Endgame goals