No.165 / 280Build & manage · Income & idle growth

Farm or Push

Stay where income is safe, or risk failure for the next tier?

Prototype complexity
Who plays
Solo decisions
Design focus
Economy · Risk · Progression
Clicker HeroesNo.165Clicker Heroes

01The core loop

Action → feedback → next choice
  1. 01Gauge your strength
  2. 02Choose farm or push
  3. 03Get reward or fail
  4. 04Retarget your tier

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    Zone 79 earns 10k/min. The zone 80 boss has a 30 s timer and you estimate needing 35 s.

  2. T2

    Turn 2 · The player chooses

    You farm zone 79 for 10 minutes and pour 100k into your main hero.

  3. T3

    Turn 3 · The feedback

    Damage rises about 20%, and you beat the boss in 28 s.

  4. T4

    Turn 4 · The next decision

    Zone 81 doubles income per minute, and the next boss means another call.

How it plays

Deeper tiers pay more but hit harder and can fail. Failing sends you back or wastes time, while farming gives predictable income for upgrades. Many games offer a toggle between auto-advance and stay-here.

What the player weighs

  • Pushing unlocks higher pay, but failure pays nothing
  • Farming is safe but its returns flatten

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Clicker Heroes
C

Clicker Heroes

P1

A toggle switches between progression and farm mode; bosses are timed, and failing drops you back a zone to farm.

Melvor Idle
M

Melvor Idle

P2

Combat areas and dungeons vary in difficulty; players farm areas they can clear reliably before attempting harder dungeons and bosses.

The difference worth noticing

Clicker Heroes makes it one toggle; Melvor expresses it through area choice, with death and item loss as the cost.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Farm or PushIncome & idle growth+

Add tool durability: pushing burns gear durability, repairs need farmed materials, creating a push-repair-push rhythm.

Prototype this combo in Yoroll

→Follow the next idea

Income & idle growthNew

Save for Interest

Spend less now, earn more next round—until an opponent breaks you.

Prototype complexity
Who plays
Competitive play
  1. 01Collect round income
  2. 02Decide how much to spend
  3. 03Earn interest on savings
  4. 04Absorb the fight result
Teamfight Tactics · Dota Underlords
Income & idle growthNew

From Clicking to Passive Income

Earn the first pile by hand, then buy machines so you don't have to.

Prototype complexity
Who plays
Solo decisions
  1. 01Click to earn
  2. 02Buy a first producer
  3. 03Passive income grows
  4. 04Clicking becomes support
Cookie Clicker · Clicker Heroes
Income & idle growthNew

Quantity Milestone Jumps

Three more to double output—that pull keeps people buying.

Prototype complexity
Who plays
Solo decisions
  1. 01Eye the next threshold
  2. 02Buy to reach it
  3. 03Output multiplies
  4. 04Aim for the next
Clicker Heroes · AdVenture Capitalist
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