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
No.165Clicker Heroes01The core loop
Action → feedback → next choice- 01Gauge your strength
- 02Choose farm or push
- 03Get reward or fail
- 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.
- 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.
- T2
Turn 2 · The player chooses
You farm zone 79 for 10 minutes and pour 100k into your main hero.
- T3
Turn 3 · The feedback
Damage rises about 20%, and you beat the boss in 28 s.
- 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
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

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

Melvor Idle
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?
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
Save for Interest
Spend less now, earn more next round—until an opponent breaks you.
- Prototype complexity
- Who plays
- Competitive play
- 01Collect round income
- 02Decide how much to spend
- 03Earn interest on savings
- 04Absorb the fight result
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
- 01Click to earn
- 02Buy a first producer
- 03Passive income grows
- 04Clicking becomes support
Quantity Milestone Jumps
Three more to double output—that pull keeps people buying.
- Prototype complexity
- Who plays
- Solo decisions
- 01Eye the next threshold
- 02Buy to reach it
- 03Output multiplies
- 04Aim for the next



