Project in development, stay tuned... NEW FEATURES: Time challenges, Futures Market, compounding SPEEDups, and more! Get tips on how to use and make the most of game features in the newly posted jam postmortem devlog!

Buy McGuffins by clicking the Buy button, or click other buttons to automate the clicking and buying in bulk, or use the SPEEDup to buy them WAYYYY faster! You have 6 hours: Can you earn enough to win a spot on the leaderboards? 

An idle clicker game playable in-browser or via Windows/Android/MacOS/Linux builds (Free/Pay What You Want). Initially developed and designed during/for the GAMEDEV.JS JAM 2023 competition using the GDevelop game engine. 

Like this game? Buy me a coffee!

Download

Download NowName your own price

Click download now to get access to the following files:

McGuffins in Time-0_7_89.apk 12 MB
McGuffins in Time-0_7_89-windows.exe 66 MB
McGuffins in Time-0_7_89-macos.zip 84 MB
McGuffins in Time-0_7_89-linux.AppImage 87 MB

Development log

Comments

Log in with itch.io to leave a comment.

This was a new experience for me! I liked the sounds and music. I wished the music was a bit louder compared to the sfx.

The concept is unique. I haven't tried anything like it before. 

(+1)

Thanks for the comment! If you enjoy this kind of game, it's inspired by others in the genre of idle clickers. Other notable ones include Cookie Clicker, Swarm Simulator Evolution, and Idle Miner Tycoon. Mine is more of a mini-game in comparison to those, but there's also many more games out there like this, with similar mechanics. 

My only recommendation here would be to make the speedups compounding rather than additive. Otherwise, eventually, each one will become a small drop in an ever increasing ocean 

That's a good idea! I may decide to go with compounding SPEEDups, but I'm also considering ascension-type mechanics as well as a time warp functionality which would supplement the SPEEDups. Basically at this point the game is still in an alpha state though so there's still lots of things left undecided at the moment. 

As a counterpoint: one of the goals I had for this game is to make upgrades that can still be bought frequently throughout mid-game to be able to increase engagement, so by having non-compounding speed upgrades, a player can keep tweaking things without buying one compounding upgrade, then having to wait a long while for enough currency to buy the next compounding upgrade, then longer for the next one, and so on. For me, when playing similar games, I find myself getting bored when I buy what I think will be a huge efficiency upgrade only to then have to sit for a half hour or more to wait for enough currency to buy the next one. 

Granted, buying one SPEEDup to go from say 14x speed to 14.25x speed isn't massive, and at a certain point even visually you can't tell the difference anymore (like the 5 second counters onscreen cycling all the way through in just a few frames) but at least it feels like I'm doing something.

Your feedback is much appreciated though, thanks for checking out the game!